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Adding new solars

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 06, 2007 12:08 pm

Adding new solars

I've added some new hidden wrecks to our mod but if you're not running the client version of the mod you will crash on launch. I thought that you could add solars and people not running the mod just wouldn't see them. Is that not the case?

I think I've isolated it to the hidden wrecks additions as when I remove them from the script and restart the mod (server side) the unmodded clients can now launch without crashing.

So, I guess the question is; Is there any way to add hidden wrecks to the server side of a mod that will not cause conflicts with clients not running the client version?

While I wait for an answer I'm going to go look at those changes again...

Post Fri Apr 06, 2007 1:06 pm

solars are calculated client side therefore the serverversion can contain more solars then the client but not less than the client

ive done such things in the past without any probs or crashes

Post Fri Apr 06, 2007 1:13 pm

well, the surprise wrecks are on the server. the unmodded client new player crashes when launching from manhattan. As soon as I remove the added section for the hidden wrecks the new unmodded player can launch just fine. The mod works fine if both the client and the server have the additions.

I'm confused.

Post Fri Apr 06, 2007 1:44 pm

Well, in regards to the crashign problem with the wrecks, I think you found the fix yourself.

Requiem: A Total FL Conversion Mod .

Post Sat Apr 07, 2007 8:35 am

Well, not a fix per se; yeah the crashes are gone but so are the wrecks which brings us back to the original question. Is there a way to add solars such as hidden wrecks that will not conflict with players not running the mod?

Post Sat Apr 07, 2007 10:40 am

"Is there a way to add solars such as hidden wrecks that will not conflict with players not running the mod?"

Can't. Unless it is in a system the unmodded players can't get to. You can't add new objects like moons, wrecks, planets, suns as serverside. The player going on your server will have to have the mod, otherwise he'll just crash himself or even the whole server.
Correct me if I am wrong.

Post Sat Apr 07, 2007 2:00 pm

here!!! correction

on my server there are objects in systems (serverside) and the client side doesnt contain those objects
(and im talking about objects that players can interact with)

no crashes... no error messages on the console

Post Sat Apr 07, 2007 2:33 pm

ok then, what's the problem?

mine adds fuses, solars, loadouts. which would cause the conflict?

I could post the code here I suppose.

Post Sat Apr 07, 2007 5:44 pm

Well that's your server. Plus people can't get on your server when they don't have the mod on unless I am mistaken. We are talking about how to add objects without people having the mod on.
If you know how to add objects without people crashing without the mod on, then tell him. Would be helpful to him and maybe others around this place.

Edited by - Question Asker2044 on 4/7/2007 6:56:26 PM

Post Sun Apr 08, 2007 2:49 am

what should i do?
post the code of a normal planet or jumpgate or station that are not different from those that are already in FL?

i just say that i run some of those serverside and the client version doesnt have a problem with that nor do the server

there is no special code i use

Post Sun Apr 08, 2007 5:55 am

OP-R8R does the client side have the archetypes and loadouts that you used for the server side objects.

**shuffles off with a new headache**

Post Sun Apr 08, 2007 7:24 am

since i used vanilla stuff ... yes the archetypes were definied in the solarch.ini and loadouts aswell

if you use custom stuff then it does crash because the client and server differs in the archetypes but that doesnt really have something to do with the system itself

Post Sun Apr 08, 2007 9:15 am

Yes! that answer was perfect thanks.

Post Sun Apr 08, 2007 9:59 am

but you can modify current loadoats for wreck and get no crash and

Post Sun Apr 08, 2007 10:12 am

I'm using existing archetypes (li_dreadnought, rh_battleship, etc.)

I'm going to have to add in each piece one at a time to see what it chokes on.

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