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Unlocking SP Jump Holes/gates

The general place to discuss MOD''ing Freelancer!

Post Fri Nov 17, 2006 9:23 am

Unlocking SP Jump Holes/gates

Just a basic question on how do you unlock the single player jump holes/gates for an MP server mod?

Any help is appreciated.

Post Fri Nov 17, 2006 10:26 am

Excellent question steve62 !
Even when I've used open single player lite (Chips, Xerxes, Argh) where it opens all jump holes and gates, I'm still puzzled by a couple of references to a string id that's labled with
"= ??". I'm guessing that one might have something to do with the path of the Osiris from the NY (Li01) system to Omicron Minor System (St01) during the transition between Mission 10 and 11. There is also a jump hole from Magellan directly to Leeds in the story line that's always there after the end of the missions but dissapears when going into OSP and MP.
Anyway, If I'm correct here, any additional jump holes and gates added to a mod above and beyond what the OSPlite opens up will have to be added into the initialworld.ini file as well as referenced in all the relative universe\system files.

I've seen a couple of mods that unlock all the jump holes after completion of the first set of missions, but I don't know how far that reaches. (It might be buggy for all I know, but I've only tried that mod once before I had to reinstall FL).

I've been scrutinizing the initialworld.ini file where all the jump holes and gates are referenced. It seems to me, this is where you would make the necessary changes to open up all the gates and holes. But, I have a feeling if this is changed to open them all up, then the Story Line will crash. SO, in essence this would be strictly for a MP server.
I hope this helps. If we can come up with something...I think that would be great.

Edited by - Rankor on 11/17/2006 10:29:14 AM

Edited by - Rankor on 11/17/2006 10:33:54 AM

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