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All SP ships in MP?

The general place to discuss MOD''ing Freelancer!

Post Fri Sep 30, 2005 12:07 pm

All SP ships in MP?

I tried to get all the SP ship (battleships large tranporter and so on) in MP.
I works when you have the mod but when you havnt the mod you see instead of the nomad fighter a rhineland battle ship and things liek that.
Iwant that also the players without the mod see me in the nomad fighter i use not in the rhinelandship.
i installed the mod on the server and on my computer of course.
But is there a possibility to let the players without the mod (which contains only the original freelancer ships) see the ships like nomad fighter battleships transporters and things like that.
Has it something to do with the id names and info?
I dont know.
(the mod is only for myself and the friends of mine,
i copied the shiparch things from chips open sp)
Can somebody help me?

Post Fri Sep 30, 2005 12:14 pm

No, that's not possible. All players must have your mod.

If you want to see the easiest way to go about all of this without weird errors... check out the XML Toolkit Mod, 1.2, which has most of the FL ships in the mod, bug-free... 1.3 will have all of them in it, using the same methods.

Post Fri Sep 30, 2005 12:46 pm

but i had already seen servers with battleships and transporters
(i hadnt activated any mod)
also i tried it with incross, but i cant start because there is no engine for the ship
and why does the nomad battleship work? (because its the only ship whichs is showed correctly to the clients)
Doesnt anyboday have a idea to make it working?

Post Fri Sep 30, 2005 1:46 pm

Sigh. I answered your question... but apparantly the distinction between server-side and player-side data needs to be addressed.

The servers you're seeing this on are doing so with server-side mods. I sincerely doubt that their capships are player-flyable without any errors. Making ships flyable by the AI is not a problem... it's getting it to work for players, without errors, that is the problem. To do so, you need to include the appropriate data on the client side, which means that everybody must be running the same mod...

Post Sat Oct 01, 2005 12:45 am

The players without the mod neednt fly them they only have to see the ships,
who the others with the mod are using.
In the mod there are the modded cockpit things and stuff like that.
I only want that the players without the mod see the battleships from the players who have the cockpit mod.
I found already the entries in INCROSS.
I tested it for a nomadfighter and it worked.
Soi think there is only a problem with the ship ids.

Post Mon Oct 03, 2005 2:36 am

hasnt someone a idea?

Post Mon Oct 03, 2005 2:53 am

If players can fly a ship that's not in the original game, they are using a player-side mod. Period. There is no way that a server-side mod can give players the ability to fly a given ship. It just doesn't work. Why? Because a bunch of values that are necessary for player-flyable ships are missing from most of the ships that only the AI flies in Vanilla FL.

I dunno why you keep insisting that somehow there's a magical solution for this- there isn't. If you try to do this with just a server-side mod, then it will be, at best, very buggy, because there will be conflicts between the server-side and player-side data.

Server-side mods can do a few things, like determine what Loadouts are being used, what Commodities/Weapons/Equipment/Ships are for sale, etc. But, when you're naming Archetypes and calling out their Types, Explosions, Fuses, Cameras (many of these things are either not defined for the AI-only ships, or aren't defined correctly), Nanobots/Shield Batteries, etc... it just doesn't work right. This data is determined on the client side. FL is kind've funny this way- instead of having the server send a big download stream to clients, updating their INIs wherever things don't match... in many cases, FL lets the clients determine what values to use, and the server then interprets this, or crashes

So... what I've been saying here, in more and more detail, is that I don't care if you think you saw this done because what you saw won't work right no matter what. You can make the AI fly around in the ships you never see fly in regular FL, like the Battleships, etc.- but if you want players to do the same, then they need to download a mod that lets them do this.

I don't know why this is bothering you so much- if you want to have players download and install your mod before playing on your server... big deal, it's what everybody running a mod that adds new ships (including the FL ships you normally cannot fly) has to do. If you want to see a good example of how to put the FL ships into a mod, check out my XML Toolkit Mod, 1.2, which has very nice, well-commented example code which will teach you how to do this sort of thing...

Post Mon Oct 03, 2005 5:29 am

I know i have to give the person who should buy the ship must have the mod.
I only want that the players without the mod see me in my nomad battleship or kusari battleship.
I dont want to change anything i just want to let the users without the mod see me in my kusari battleship.

Post Mon Oct 03, 2005 2:10 pm

Well, what I'm telling you is that is not possible. They need the mod to see you in any ship that wasn't in the original game.

Post Mon Oct 03, 2005 3:38 pm

But, aren't all of those ships already in the original game? If you used the ones already in shiparch, keep their nicknames the same and modify their stats to make them flyable. Surely the game engine will have enough valid data?

Post Mon Oct 03, 2005 9:12 pm

They're "in the original game", but only in a very loose sense. They aren't fully-implemented player-flyable ships. Any cursory review of their INI entries will show you that. For the Toolkit Mod, I did "clones" of these ships, with independent INI/DLL entries via XML scripts, because this is one of the easiest ways to implement these ships for all players...

Post Sun Oct 09, 2005 7:30 am

I remember that on Elitegames server (located in Russia) there was an _optional_ clientside mod that allowed players to buy gunboats and transports. Maybe now they've got other ships... I don't know exactly. Point is that because gunboat files remained (almost) intact in their mod, players who had unmodded game could still see players flying gunboats and fight with them, etc., with no crashing issues. But they had to install the mod to buy new ships themselves. Problem was that they couldn't modify their new ships any further, to keep it compatible with unmodded clients.

In my Discovery mod I've also got all Freelancer ships flyable - with new shiparch.ini entries for each, like it should be. And with carefully placed cameras, correct infocards and convenient handling for each of them. The latest 4.76 version is available from here: http://www.lancersreactor.com/t/Downloa ... sp?ID=1890 though I've almost competed 4.77 and will submit it to Lancersreactor today or tomorrow. Main purpose of this mod is to keep the balance and atmosphere of original Freelancer while adding new features, like new ships that were not flyable in the original, and more.

If I only could remove the 10 million price limit for ship hulls and other equipment... it would've been almost perfect.

5i1

Post Sun Oct 09, 2005 10:09 am

Igiss
it is possible to break the 10million ship price limit

Here's the link:

How to break 10 Million ship price limit

Post Mon Oct 10, 2005 12:00 am

I've done it the same way before with turrets and shields. However it requires tons of calculating work to set price for each piece of equipment so that the price is finally what you wish. With lights it's even more complicated cause ships have different lights and different number of lights... with battleship price up to 60-70 million (like I have now) it could become complicated.

Thanks anyway.

Post Mon Oct 10, 2005 7:10 am

This will be implemented in the next version of Freelimits. (Ship price $10M+)

Edited by - Alcander on 10/10/2005 8:10:36 AM

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