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planet names in flexplorer

Here you find the different tutorials on editing and MODing Freelancer

Post Sat Jul 29, 2006 7:17 am

planet names in flexplorer

hi im having a problem with flexplorer when i launch my mod the planet names
dont come up.
ive given the planets names in flexplorer but they dont show up in the game
can anyone help me.
i think i have to do something with the dll's
any help is appreciated

Post Sat Jul 29, 2006 7:45 am

try redo-ing the names yourself using fled-ids

24/7 Blaster Universe

website:
www.blasteruniverse.swat-portal.de
Forums:
www.swat-portal.net/php/wbboard

Post Sat Jul 29, 2006 7:50 am

i have no idea how to do that :S?

Post Sat Jul 29, 2006 5:21 pm

"sigh"
Stop telling people how to do things the hard way, you don't have to go into a DLL and write up every name by hand with FL-Ids, I've never done it that way and won't start telling people to do it that way. The only way your going to use FL-IDS for a system is if you don't have FLE or if your computer is so crappy that you can't run FLE. The program pretty much names everything for you. All you need to supply is the work. I have only used FL-IDs for making names for ships and weapons.

@purekarnage
K, I am sure you have made your own folder that will sit in FLMM where all your data will go into. Should look like "/Freelancer Mod Manager/mods/mymod/DATA"
Anyway, when you make a system and apply changes, the dll. should pop outside the DATA folder. ok?
Now FL will should still show the names with the dll. outside the DATA folder, but for some funny reason it stopped working for me so I just did this.
Make a new folder called EXE ( right next to the DATA folder), then move the dll. into the EXE folder.

Now if you look into the Freelancer folder. (From the game not your mod) You'll find a folder also named EXE. look in there and find a file called Freelancer.ini. Copy it and paste it into your EXE folder and open it up with notepad or something and find the lines I list below. It's not a huge file.
( Don't copy the one that FLMM makes, that one will not work. the one you are looking for should look like the notepad with the gear by it.)

[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = my_mod2.dll ; <---- This is where you are going to put the name of your DLL. just write DLL = yourdll.dll ;

Save the file and then your done! If FLE made the DLL. right, the the names should show up. Otherwise, 'IF' FLE didn't make the dll. right, you just go back into FLE, open up props. and rename everything and then save it, and then do what I said again.

Now the way your going to update your dll. with new systems that you might make in the future is that FLE will just make a new updated dll. outside the EXE file, your pretty much going to move that dll. into the EXE file and over write the old one. So it won't be such a hard thing to update it. If you follow everything I said it should be working.
This is what I do for my mod and it works. So no saying that it doesn't




QuEsTiOn AsKeR
Last Hope MOD


Edited by - Question Asker2044 on 7/29/2006 6:24:51 PM

Edited by - Question Asker2044 on 7/29/2006 6:25:51 PM

Post Sun Jul 30, 2006 1:20 am

ty Ask that worked perfectly

Post Fri Jan 26, 2007 10:36 am

Just realize that fled-ids and flexplorer use different language codes in the dll so where you may see the entry in fled, you won't see it in flexplorer

so only real solution is to use resedit or the like

----------------------------------------
When all else fails...

RUN AUG RUN!!!
----------------------------------------

Post Fri Jan 26, 2007 3:52 pm

As long as the DLL you started with is in the root of your mod folder when editing in FLE, you will not have any problems. I have also had to REM out the line in freelancer.ini before editing as it will add the wrong IDS_Name number.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Sat Jan 27, 2007 3:14 pm

A problem I once had with the FLExplorer had to do with were I installed the latest SDK.
If I installed it in the default folder...I often got the exact same problem with planet names. Along with some other odd error messages about locating a "temp" file.
BUT
Once I installed the SDK into the DATA folder of Freelancer...those problems seemed to dissappear.

Post Sun Jan 28, 2007 6:41 am

I add all my infocards via template with XML script, its so easy and none of this DLL editing or string editing is needed. With your mod manager click the link that says How do I make mods work with FLMM or something similiar, the page that comes up will describe the way to do the adding of infocards, providing you get the template XML text from existing entries, its quite easy

Post Sun Jan 28, 2007 12:34 pm

OR!
You can take an extra second and do what I said.
Bleh, I use to use XML and it was easyer in the long run not to use them. But that's just my own opinion.

Post Sun Jan 28, 2007 3:36 pm

Heh, you mean harder if you don't have the understanding of the language and need to use a program to accomplish something you need only do once, and then use as template

Post Sun Jan 28, 2007 4:18 pm

It all depends on what you want to achieve with your mod. Adding content to DLL's by hand is still the only 100% method we have, FLE does sometimes overwrite things by mistake and XML has limitations. IIRC FLMM can only add 2000 entries to a DLL, and it can't add custom rumours or edit the infocardmap.ini properly, which means you still have to add content by hand.

**shuffles of with a new headache**

Post Sun Jan 28, 2007 6:07 pm

FLE is designed only for basic Infocard support. All real work should be done in FLED-IDS or whatever resource editor you happen to like.

Freelancer - =EOA= Players Consortium
Serious Sam - Seriously!

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