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The-Starport

>>>>>>>>>>>>WARNING on M

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 14, 2003 6:23 pm

>>>>>>>>>>>>WARNING on M

I am running a huge MP game, home.kc.rr.com/zampolit(The Zampolit). Couple things I have ran into, maybe someone can help.

1) newcharacter.ini if user not= server settings...it keeps saying 'char name already in use', or it will allow you to create, but the name doesn't show on your user selection screen.
2) Commodities/everything(prolly) - The game uses prices of commodities on the LOCAL macine, not the server's settings. I tried this with boron/manhatten. On the server it's set at 2(240credits)....I changed it on my 2nd macine to .1(12credits)...I purchased at 12 credits. I log all the way out, change it to 99999, log back in and sell for 1123844 credits. The server's values were never changed....WTF!

SO!? Does this mean all those server-side mods are wasted? Because it uses the local settings instead? This means that someone can create a gun_dmg = 99999999 and kill everyone...and nothing I can do but ban the person. Is there a way I can checksum this, make people use the server's settings? anything?

If this is true, it means
1) it's VERY possible for hackers to ruin the game.
2) Server mods will never take hold
3) Every game must be basic install, no mods unless DA/MS released....sigh

Edited by - thezampolit on 14-03-2003 18:52:39

Post Fri Mar 14, 2003 6:54 pm

I also have open tickets with MS atm to see if I can get some feedback. I'll keep everyone posted. Until then, modding is really for single-player only.....talk about a smash to all the modder's dreams..

Post Fri Mar 14, 2003 7:05 pm

Somehow I thought all of this was known to start with.
And yes, since there is no way currently for checking the game file integrity unless done with a set of 3rd party client/server apps (which don't exist yet). So, perhaps it'll just end up with servers for "pals"-only situations.

Post Fri Mar 14, 2003 10:02 pm

Thez,

It's not really a smash. Most modding in other games still require a client side update (some don't I'll agree). The problem which REALLY needs to be fixed is that the client side ini's DON'T have to match the server and will either a) Take precedents or b) Crash the server.

That needs to be fixed and people need to stop modifying the original INI's and instead place the updated one's in their own "mod" file. Then offer it for download to clients that could use a Mod Manager until a better solution comes along.



-V
The Nets Edge
Freelancer .INI File Parser

Post Sat Mar 15, 2003 12:34 am

I see Freelancer as a game that should be played with a group of personal friends or a close internet community, and not on a "public" server like so many other games.

So, instead of playing around with the "hackers" on non-passworded servers, make some friends and have some fun.

Post Sat Mar 15, 2003 1:07 am

I totally disagree. If any game was meant to be played on public servers, Freelancer is it. I really enjoy meeting new people who come into the server I play on; grouping with them to explore or do trade routes, or simply to kill them.

It's a shame that DA used such a backwards, outdated client-server relationship for multiplayer FL. I can only hope that a patch is forthcoming which will allow serverside settings to override clientside settings. Not only would it give us a less cheat-prone game, it would allow for serverside mods. As a co-admin of a *public* FL server, I'd love to be able to add new content and such into the game we run -- and every player I've talked to ingame would like to see that as well.


QUOTE:
I see Freelancer as a game that should be played with a group of personal friends or a close internet community, and not on a "public" server like so many other games.

Post Sat Mar 15, 2003 1:48 am

Well, I'm running one of the largest RP servers available for freelancer, The Zampolit, and I'm trying as hard as possible to provide a fun, dynamic, and non-hack enviornment...but due to local > server settings/values...I'll never be able to overrun that unless DA provides a new patch where all data is server-produced.

Post Sat Mar 15, 2003 2:28 am

Thez,

I agree in some respects (I fought tooth and nail to get Dynamix to institute auto downloading of server side maps...and lost) but I think as long as the data on the client side must match the data on the server side in order for the client to connect I'll be happy.

Of course, I'd be even happier if the client didn't have to have anything on their end to enjoy modded servers but don't think it would/could happen. I'd love to be proven wrong though


-V
The Nets Edge
Freelancer .INI File Parser

Post Sat Mar 15, 2003 6:47 am

@vovin: Sure, serverside maps weren't auto-downloadable in Tribes, but serverside mods sure worked (I know because I worked on one called Shifter). Point is, new code will have to be put in place to prevent cheating, and the same code used for that purpose could also allow for serverside mods. Two birds with one stone and all that.

Putting a stop to the rampant cheating is crucial, yes. But allowing server admins to add to the universe that DA created is really the only thing will keep people interested in the MP experience. Just the ability to customize star systems alone could add a lot of variety to the game, not to mention allowing players to buy and use currently unusable (or new) ships and equipment.

Post Sat Mar 15, 2003 6:55 am

Bastardly: You don't have to tell me the benefits! True, server side mods worked great in T2 because it was built that way from the ground up. I'd be worried that they built the client portion of Freelancer from the ground up to use the local files and not rely on the server to push that data down.

They need to take a lesson from one of Microsoft's under appreciated and could have been great, Allegiance. Random universes with each game, no reliance upon the client end, etc,.

Well, time will tell. Here's to hoping they DO fix the client side stuff in multiplayer.

-V
The Nets Edge
Freelancer .INI File Parser

Post Sat Mar 15, 2003 9:22 pm

All I really want is the LOCAL machines to be dummy terminals. All calculations, commerce, and XYZ is done on server.

ex: When a player lands on Planet Denver, they LOCAL calls SERVER, gets list/$ of all commodities/ships/equip..and done.

Only things that a LOCAL *should* need to have on their PC.
1) new graphics in case someone creates new pics/bmps

everything else should be a snap. As long as you use TOOLS/Ship pictures/gun pics/graphics...you should be set.

Post Sun Mar 16, 2003 4:08 am

WHY is it that any time someone mentions Microsoft Allegiance and I post a link to their community site - someone here deletes it??

If you're going to censor my posts away - at least have the common courtesy to email me as to when and why you did it. I may have not been around here a lot - in fact my original account here seems to have disappeared from non-use... but hey - we're all valuable.

Pook
[email protected]
Creator of StarlancEdit, the Starlancer saved game editor.
(The #2 download on your site, btw)

Edited by - Pook on 16-03-2003 04:13:38

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