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WOS Mod Needs Help

The general place to discuss MOD''ing Freelancer!

Post Fri Jan 28, 2005 11:16 pm

WOS Mod Needs Help

Hey folks... if you weren't already aware, I've released Beta 1 of Warriors of the Sky- see Mod Announcements for details. It's a great game, imho... and is a lot've fun to play online with other people.

There are two gaping flaws,though, and I was wondering if I could convince some of the more senior codemonkeys around here to take a look at my code and help me out. I've tried my best to hunt down and kill these problems, but quite honestly... I'm stumped, and as I have a ton of other things to do to get Beta 2 done... if anybody would be willing to lend me some brainpower and get these things fixed, I'd really appreciate it.

1. Missions are broken. That's right- Missions just don't work, period. They're never offered at Bases, no matter what I try to do. I've tried everything I could think of, from rebuilding large sections of Oceania's code to tinkering in Mbases.ini to working with the Factions to... you name it, I've tried it. So if anybody would be willing to hunt down and find out what's causing this, I'd appreciate it. Whatever it is... it's either blindingly obvious, or really crunchy... and if it's obvious, it's not so obvious that I've stumbled across a solution yet The only hint I can give you about what I think might be causing this is that it might have to do with the Zones- changing their configuration has, at times, resulted in a different "Missions are unavailable" message.

2. Bobway has been running WOS B1 on his server, and it seems to crash every once in awhile- I'd say every hour or two. I've sent email to him to get the crash logs... and when I get them, I'll post any info. I get here. The crashes seem to happen at random, and other than being annoying aren't fatally distressing if you're playing, but I'm sure that there's some sort've triggering event, and I'd like to know what it is and eliminate the bug/bugs causing them.

Post Mon Jan 31, 2005 4:23 pm

Anybody? Buehler?

C'mon folks... surely somebody around here would like to figure out why Missions are broken and has free time, lol...

Post Mon Jan 31, 2005 4:56 pm

Argh,

We HAD a similar problem with Epsilon in as much that we could get missions but the numbers were restricted.. where on say Manhattan up to 8 missions are normally available, we would have only 1 or 2. Plus we could not get missions against Epsilon factions to work...

After some tests I got the following from Buck Danny: (edited slightly)

"Cause of problems found. The problem is not with the factions, the problem is with the Epsilon ships and in particular when those ships are assigned to factions, whether it are vanilla FL factions or Epsilon factions.

So all Epsilon ships have to be removed as npcships!!!

Lol. No seriously, but a fact is that the Epsilon ships that have been added to factions are the cause of the problems with the jobboard missions. I suspect that each time when a mission is generated and an Epsilon ship is selected for it, the mission is not created or something like that.

You can easily check this effect out yourself.

With the mod installed load a savegame that places you in Manhattan. Check the jobboard in the bar for missions. Now you will see anything from no missions available up to 4 missions available.

Hit F1 load the Manhattan savegame again and check again the jobboard. Do this a number of times and note the amount of jobs that are presented each time.

Exit the game. Open the faction_prop.ini. Go the entries for the fc_lr_grp (Liberty Rogues). Comment out the lines for the shrike:

[FactionProps

affiliation = fc_lr_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_fc_lr
jump_preference = jumphole
;npc_ship = f_shrike_rogue_d1-6
;npc_ship = f_shrike_rogue_d7
;npc_ship = f_shrike_rogue_d8
;npc_ship = f_shrike_rogue_d9
;npc_ship = f_shrike_rogue_d10
;npc_ship = f_shrike_rogue_d11-19

Save the file and restart the game.

Now the Liberty Rogues will only use the original ships.
Now the jobboard in Manhattan will offer at least 8 missions. (Manhattan is set for 8 to 12 missions).

Now the challenge is to find out why and than to find a solution."

Later I received some additional info:

"More good news. I managed to fix the remaining problem with the random missions by rebuilding the entries in the faction_prop and npcships. Missions will now be generated in normal numbers even with more than one ship/loadout combination per faction."

We no longer have this problem... there are now some real kicker missions in there

Can I suggest that if the above does not help that you email Buck and ask him for details.. I'm pretty sure he wont mind..

Harrier.





Edited by - harrier on 1/31/2005 5:06:09 PM

Post Mon Jan 31, 2005 6:52 pm

Well I have to confess that I haven`t actually played WOS beta yet (i`ve just been working on my own). But I did find when I was doing mine that it likes having the vinigrettes close to the base. If it gets past some magic range then it dosen`t work. In most of the original game u had trade lanes which pretty much cut down the distance to 1/10th. So maybe its worth a look.
I`m guessing u have done all of the obvious stuff like having vinigrettes overlapping the zones and have the law/unlaw/open entries in the right place?

Post Mon Jan 31, 2005 7:19 pm

Yeah, having a look through ur entries for vinigrettes i`d say that they might be too high or too low for the encounters. Might b worth a shot?

Post Tue Feb 01, 2005 5:40 am

my first guess was exactly like harrier's guess.

btw Mace, I don't think distance between vignettes and the base change anything. Why? Because I saw missions that are taken in New York and that happen in Colorado!

I'll download WoS and I'll search for anything wrong. I hope I'll get something for you Argh

Post Tue Feb 01, 2005 5:44 am

@Harrier: Thanks... that at least gives me another blind alley to run down And I'll be very sure to bug Buck at some point... gently. I only wish WOS wasn't such a collection of scary kludges lol... I've just about beaten what's left of my poor brain into a pulp trying to figure these issues out.

@Mace: I've covered that ground over and over again Currently, mbases just hands out 1 Mission per Base (there are 22) ... and there are 26 Vignette Zones. Maybe I need 26 Encounter Zones too? I dunno. I'm re-writing all of the Encounter Zones anyways (moving them spatially and doing other things), so who knows... maybe that'll fix it...

Post Tue Feb 01, 2005 10:48 am

@friendlyfire, well nobody seems to really understand why the missions are sometimes given out to different systems. If the tradelane goes 3000 speed and the cruise is set on vanilla FL to be 300 then the distance of the best path could be shorter. I`m not totally sure, to be honest.
@Argh, I did notice that u haven`t populated the bases with people in the bar. If u added extra people it might work out a bit easier. Mbase likes to give out a single mission to each of the vinigrettes within range. Could try mixing up the unlawful,lawful entries and have the vinigrettes overlapping near to the base.
I did notice that almost all of your weaps were of the toughness 1.3-1.6. I think the game adds up the toughness of the weapons from the loadout to determine its difficulty level. 1.3 is about a class 1 liberty justice laser. I`ve not heard of anyone having problems with these at all, but u never know..

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