Updated EF SP Code

This is an updated version of the source-code from EF 1 SP, version 1.2 (expansion pack), from vincent lammeren which will work with...


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This is an updated version of the source-code from EF 1 SP, version 1.2 (expansion pack), from vincent lammeren which will work with the latest edition of the (free) Visual C++ Express 2008 edition. Originally designed for Visual Studio 6, back in 2000, the original source code gives quite some errors whilst trying to compile it. This version purely corrects those errors and warnings, giving you a stable code to start of with.

SDK Includes:

  • BaseEF - folder contains weapons.dat and npc configs cgame - folder contains client side game source (this code handles the rendering) client - folder contains some headers for force feedback and keys game - folder contains game source ( this is where the AI runs ) icarus - folder contains the script parser/executor qcommon - folder contains common headers renderer - folder contains renderer definition header ui - folder contains all the menus and menu rendering code EF_SPMod.dsw - workspace project for Microsoft Visual Studio 6.0 (can be opened in VC .Net as well) STEF Game Source License.doc - Legal text telling you to play nice with the code and don't make Paramount regret this release. :)

This will be featured in the coming Modding Show of efreview (www.efreview.net)

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Download 'sp_mod_code.zip' (9.3MB)

This is just a compatibility update for the original EF SP source code, version 1.2 (expansion pack). Original readme:

Star Trek Voyager : Elite Force Single Player Game Source (expansion version)

Much like the game SDK for Multiplayer, this SDK will allow you to modify the menus and game behavior of Elite Force Single Player.

Since this SDK is only the game source, you will not be able to change any features of the executable, like rendering or map loading.
The DLLs you build with this source should work with the Expansion Pack EF Exe. 
The single player executable was not designed to read DLLs from base folders for mods.
So you will have to put your modified DLLs in their own folders, along with the stvoy.exe and add the command line +set fs_basepath [original install folder]
This has not been tested in any way, but I wanted to get the source out there as quickly as possible.

Special thanks to "The Dark Project", who have been diligently producing the modifcation "Voyager: Insurrection", for pointing out the need for this SDK.
 * Watch http://www.darkproject.org closely in the next few weeks for important news! *

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Registered 12th January 2004

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