Recovering the Solurus Systems mod

There are 28 replies in this Thread. The last Post () by Aldenmar Odin.

  • My most common reply to an AI search query: "are you sure about that?".



    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Ezrail Just managed to decompile Lancer's code for DBCP0002 files with ChatGPT and Ghidra.

    We also got the filelist.bin, which was DBCP0002 compressed, with the full paths for each file.

    I don't know if we'll have any success with DBCP0003, but if we hit the jackpot we might get the Solurus Systems 1.181 functional.


    The major difference vs. 1.171 is the fact that it has a galaxy, a myriad of systems out there.

    And unfortunately Lancer's change to beam weapons, which I'd like to see reverted. I'm nuts for beams.


    Later update:

    The mod is an UPDATE, albeit a big one. There are references to "ORIG" files in the filelist that do not exist in the archive. but exist in 1.171,

    like DATA\UNIVERSE\HEAVENS\heavens.txm for instance.

    I'll run a check to see if all of them are there. Otherwise it's a reference to 1.174 / 1.175 which we do not have at all.


    SWAT_OP-R8R : You may not give enough credit to ChatGPT, but it's quite amazing. When it told me that a transformer will overheat in rectified current regardless of the primary turns. I didn't believe. Until I saw it.

  • Im just worried about the 40% wrong ansers, not the correct ones.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • SWAT_OP-R8R Hey, I wanted to ask you something.

    Going thru the filelist.bin, it lists the files separated in 3 categories:

    FILE -> untouched

    FLDR -> compressed

    ORIG -> original (maybe, from a previous version)


    Now, checking file lengths for ORIG files, I found only 3 files different in SSM1171 from Vanilla.

    This could have been the result of my own modding, as I see the files are:

    DATA\INTERFACE\interface_generic.vms

    DATA\INTERFACE\HUD\hud_shipinfo.cmp

    DATA\INTERFACE\HUD\hud_target.cmp


    I understand those last two are about the Hud, probably the mod changed, but what is that interface_generic.vms ?

  • solurus systems installer.png


    Ezrail

    SWAT_OP-R8R

    Aldenmar Odin


    I finalized the Solurus Systems installer for the 1.181 version.


    Seems the Freelancer.ini is bugged. I discovered it when I was adding the Advanced hud mod. It looks compressed but there is no DBCP or BINI tag. I used the one from Solurus Systems 1.171.


    I discovered that Freelancer mods are tasteless in single player. You start practically neutral to kinda all factions aside from Liberty Police.


    Is there any way to calculate the appropriate reps, if I am to choose a faction to be most allied with ?


    Say I want to make a Federation character. I could manually input the Federation reps from FLSTAT in a list

    e.g. Borg Collective -0.65, Breen -0.65 and so on.

    Can I just take these numbers and feed the "house=" entries in a decompiled savegame ?




    P.S. Tell me if you want the installer or the decompression sourcecode. I would like someone to convert this in a FLMM installable mod.

  • I would like to play around with this mod. I can also take a look to transform it into FLMM mod.


    - regarding the "reps", its possible to set a specific rep for the "new game" mode, like an advanced open SP mode, check the ini files in DATA/MISSIONS/M13 (cant upload them here, they are blocked).

    - you can surely set those numbers also in a savegame, you can also check initialworld.ini there you find the faction to faction reps and basically just copy it to the savegame.

    Aldenmar Odin / flathack


    FL Atlas - Visual Freelancer Editor.............|........................................................................|

    for Systems,.................................................|.............................. FL Atlas............................|

    Modding, and IDS Workflows ...................|....................Save Game Editor.....................|

    305409.png305505.png



    :thumbsup:

    Edited 2 times, last by Aldenmar Odin ().