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signature ships

The general place to discuss MOD''ing Freelancer!

Post Sat Aug 23, 2003 6:21 am

signature ships

I've been looking into the feasibility of such a project and everything looks OK from here.
Am thinking of making a server on which users could buy custom made ships from bases, in addition to the original ones. The really cool part, though, will be that there can be ships and equipment unique in the universe. Ships as personal as a player's name.
A rumor or something will come through very rarely through the news or bar-residents about an abandoned prototype model or hijacked ship. These messages will come with a unique ID code and a description with the price of the ship. The user who finds this will email me with the ID code, and I email back with a pic and some more in-depth info. If he accepts, upon server restart, I update the server inis and files to accomodate the ship, edit the player data to own that ship, and take the specified price out of his inventory. This mod will come with a batch file which uses the ftp get command to check for and download new files from the server before connecting to it by IP address. Any cheating issues will be addressed as they come up.
The news item may also be an advertisement for a custom-designed ship. The user can then email me with the ID code to contract a custom ship to be built. Such a ship might take a week or so to build and cost a hefty sum, though. I am convinced, though, that there are players out there who can afford just about anything.
I am planning to use my original ships, ie, no starwars or startrek models.

I would be grateful if anyone with proper expertise or a good server would like to help. I cannot pay you, persay, but I can make you a ship . Currently, I'm fiddling around with serverside/clientside modding relationships.



Edited by - Imagine on 23-08-2003 07:22:52

Post Sat Aug 23, 2003 7:39 am

Imagine - fiddling with client/server side mods.....
You might be just the person i am looking for then!
Does battleship encounters need to be server AND client - or just server side? If you know the question to that - is the mod exactly the same as it is when making it for SP? I am looking for the answer before i mod my new mod (lol) too far (as in spend too much time doing the xml scripting) when i could just mod straight to the ini's and then post em to the server.............
Hoping you can help me out!
Chips

Post Sat Aug 23, 2003 7:50 am

I've never done encounters before, and even at the danger of giving you really stupid answer, could you please say which files are modded in SP?

Post Sat Aug 23, 2003 8:38 am

the systems ini files (specifies the encounters perameters), the ncpships.ini, the loadouts_special.ini, the formations.ini, a load of ini files you make - eg - battleships.ini or liberty_battleships.ini in the missions encounters folder, um - there are more - can't remember off the top of my head, oh factions_prop.ini - um - thats all i can remember right now. Its just that my friend (no longer contactable) made one about 2 months ago - but after checking through the mod files he sent me - there were none of these ini files in there! However - i was the beta tester on his server and it all worked.......
Doesn't matter though - am making it for SP - just that the client dl would be drammatically reduced if i knew about it was all (its done in scripting for now - but its getting quite large - and last time i had a huge script - it crashed!) 86kb was the size when crashing - this one is about 60kb so far - but doesn't contain the vast amounts of additions in other files and such like........
CHips
(sorry - its like really really early morning and i haven't been to bed - aint thinking straight right now)

Post Mon Aug 25, 2003 7:57 pm

In a fit of genius, I set the ID of my server to that of my client to test out some things. Now I can't connect the client to server. Scheiss! I can't get a new ID until my friend returns my cd. When I get this setup working, I will look into those files.

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