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Altered Ships vs. Altered Universe in MP

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 16, 2003 7:51 am

Altered Ships vs. Altered Universe in MP

Not sure if anyone else has found this yet. When I change general or universe things like for instance the best path data, then it is changed for everyone on my server while they're there. However, if I change a ship like say the Sabre to have a larger cargo hold, then this only works for me. Any other people coming onto the server will still have the original cargo hold and not be allowed to load more.

It would seem that ship data is always taken from a player's local ini files instead of from the server ini files like for instance the universe data. Obviously, this constitutes a huge problem in that it allows people to easily cheat (i.e. giving themselves a tweaked ship). I cannot fathom why the makers of Freelancer have overlooked such an obvious blunder.

Adding to this is the following anomaly which can be observed when you -- as mentioned above -- change the cargo hold of a ship only on the server side. Players using that ship on the server then will still see the original cargo hold value and not be able to load more, HOWEVER, despite of that they can tractor in as much as the server-side cargo hold limit specifies.

Did anyone experience similar anomalies? It'd be interesting to know which settings are server-side and which are not. And then let's hope the patch coming out will fix all of it.

Post Wed Apr 16, 2003 7:57 am

the next patch does fix one thing (cause I joined a patched server myself)

If you buy a ship on a planet, it will check the server files to see if that ship is available on that planet. If it's not, when you go to space, the server will eject you, and when you rejoin you'll have the ship you had before

Post Wed Apr 16, 2003 8:06 am

They should make it so that only the server ini files are the ones to be taken into account. Maybe you could relay that to them.

Post Wed Apr 16, 2003 8:15 am

nono. Why do you think the gam is as lagless as it currently is? All that purchase data and other data will take a long, long time to transfer from server to client.

encounters, docks, and the nesseccary stuff is transfered. But that's it.

Post Wed Apr 16, 2003 8:31 am

I think I have a posible way around that. If the stats are altered in a mod, then just have the client and server check if they have the same mod when you connect to the server.

Example:
Both client and server have the (making it up on the fly here) "Uber Cargo Hold" mod at V1.1, so when the client connect's, it just checks if it is the same mod. If not, then it goes to defalt value of the client's install. If the client has V1.0, a beta, or newer incarnation of the mod it will just use the defalt value as if the client and server had no mod.

Just to let everyone know. I'm not a programer, I just come up with the ideas. And I know there is still some bugs with this idea.

Never walk into No Man's land in a chicken suit.

Post Wed Apr 16, 2003 9:34 am

Freelancer itself does not see any kind of mods, external applications can do however. From what I can tell the mod manager just uses XML files to tell it what lines to add to what .ini file.

Post Wed Apr 16, 2003 9:15 pm

ttt

Post Fri Apr 25, 2003 9:41 am

ttt

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