Extracting mod from game files

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Extracting mod from game files

Post by Invité on Tue 19 Mar - 16:59

Hi all ,
At this current time i think its important to Extract the mod from the files as its basically an complete copy of Freelancer.
I have tried several program`s but seams there is some kind of error.

I used an program called "Anti Twin" witch looked like it work and changed the mod from 1GB to just 40MB after compression.
However after running the game i came to relise that some of the icons where missing , this is without exploring the rest of the systems looking for errors. I really do think that it is very important to sort out due to Copyright. Any help that i could receive with this we would be truly grateful.

Thanks

Lee

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Re: Extracting mod from game files

Post by Gunner on Tue 19 Mar - 20:21

Hi

Interesting and needs some thought and some surfing but I agree with your point of view.

Back later

Regards

Gunner

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Date d'inscription : 2012-10-17

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EXTRACTING THE MOD

Post by Gunner on Sat 23 Mar - 21:48

This has been creating some confusion in my mind as Freelancer, like many Microsoft games, is made to be modified hence all the mods that have been born.
So where does copyright start and end? Even the very idea of the game Freelancer has intellectual copyright indications so if you took the whole copyright issue to the very limit you would not even be able to produce anything that any feel of Freelancer. We know that this is not so due to the many mods that exist.
I submit that an infringement of copyright MAY be when we use files and ideas from a third party source, outside the creators of the original Freelancer, whom have not given consent to use their material either directly or within readme or other text files within the program.
If so then there is no need to ensure that we extract only the mod from the game files as it was created with modification in mind.

I am sure that there is something writing about this somewhere but I can not find so perhaps someone knows better?


Regards

Gunner
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Date d'inscription : 2012-10-17

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Re: Extracting mod from game files

Post by Invité on Sun 24 Mar - 0:26

I have now managed to do it "nothing wrong with it in first place"
I was looking at wrong items as i thought some icons where not being displayed but the reason for that was because item was not mounted on ship. " I know" you can imagine how silly i feel at the moment LOL

In addtion to this i have also now installed auto updates to the mod and have now made the placed the installer file on the main download page HERE and also gave an update to another post HERE

Regards

Lee

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Re: Extracting mod from game files

Post by Gunner on Sun 24 Mar - 14:53

Hi
Is it my imagination or does the stripped down version run a little faster than the full one.
Of course it should do but I was not prepared to actually noticing it.

Great Job Lee

Regards

Gunner

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Date d'inscription : 2012-10-17

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Re: Extracting mod from game files

Post by Invité on Sun 24 Mar - 16:22

Thanks Gunner Smile
In "theory" it should be faster its hard to tell on my PC lol
I guess one of the main reason for striping out the mod was to avoid copy right but also to help with downloading it.

Another reason i had to learn to strip the Mod out of the game is now because of the auto updates.

Of course now i will have to fully test the Mod to make sure its fully running
Very hard when its an "BETA" version lol

Kind Regards

Lee

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Re: Extracting mod from game files

Post by Gunner on Sun 24 Mar - 21:22

Hi Lee

Don't worry, we are all testing the Mod, reading rumours, info cards ect.
and learning how execute admin duties at the same time. LOL

Regards

Gunner

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Space Time is a place we can not return to. Time Yes, Space Yes but Space Time? No.
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Date d'inscription : 2012-10-17

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Re: Extracting mod from game files

Post by Invité on Sun 24 Mar - 21:48

Hello again Gunner. "i beginning to feel like an troll now lol"

Just Thought i would say that testing should also be done in multilayer as well as single player. The only reason why is: because if an error is made in the mod it may not show up in single player , where as if tested on an server it would indicate any problems . I.E NPC error , ship equipment errors etc

Another Example: if ship has too many Battery's or Bots in SP it will not crash the game but in multilayer it would the Anti Cheat system to kick in.

Regards

Lee

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Re: Extracting mod from game files

Post by Gunner on Sun 24 Mar - 22:15

Hi Lee

Yes I agree about the trolling LOL.

Now what you say is a very good point so perhaps we should arrange an RV on line to test the MOD. I have set up a test server and have had my neighbours kids playing against each other on various machines in my cellar but not seriously enough to test for errors. So we should meet up in space sometime and test some theories or some set routines.

Regards

Gunner


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