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True Server Side Open Holes/Gates

Here SysOps can list their MultiPlayer server info and users can send feedback to their SysOps. Or just talk about the MultiPlayer servers they play on. This is not about MultiPlayer in general - please use the MultiPlayer Forum for that!

Post Thu Feb 12, 2004 8:52 pm

True Server Side Open Holes/Gates

For those of you admins out there that would like to have open holes/gates and it be truly server side then I' ve made it work. Through testing to be sure, I have patched the file required to open holes/gates to where it will work fully unlike the Drepanon Open Holes Mod.

With this file patch, a server must be started clean, meaning no players in the MP file. However, the patch will work with all other mods that I've seen thus far, except for obviously open hole mods. The use of the Unlock Feature does not need to be used in the IFSO for this to work with players.

You may download the file here: Open Holes/Gates File .

All you have to do is save this file to wherever you'll be able to find it. Copy it, paste it as a writeover of the initial file which is located in the \Freelancer\DATA\ folder.

Just make sure that you backup your files of course before doing anything like this. This does not create additional lag on servers. It is completely server side. It does not keep players from being able to get to wrecks or whatnot. And if you feel like booting someone to the Omicron Minor system, they can access the holes and hypergate there as well.





Skyevalen - Admin/Server Op
Hunters Association
http://www.sccommand.com/hunters/

Post Tue Feb 17, 2004 8:43 am

>... a server must be started clean ...

this is right and this is the trick why other open gates mods don't work !

but there is a way to open gates on running Servers.
to do this delete the locked_gate = ... lines in ALL Charakter files ;-)

i don't know if some char editing tool can do this, but i can tell how i make it:
-decrypt all fl files with fls1.exe (the server can read decrypted char files ;-)
(attention Server Operator won't work on decrypted chars *greetings to joe, please add this few lines of code and scan for FLS1 (first four bytes in fl)
please please please :-) backups are the half and the server starts at double speed with decrypted chars)
-than a simple replace in files does the work

for example i open up only a few gates on my server

greetings Niwo

- - - - -
Admin from K-Play.de >Hamburg City<

Post Tue Feb 17, 2004 7:48 pm

Thanks for the info fellas, I will give both methods a try. What program should I use to decrypt the files?



[MC Nitrox
Sr. Wing Commander
[MC Freeport 7 Server

Post Wed Feb 18, 2004 8:27 pm

I used the FLini program which made it fairly simple. Sure one could go through a lot of trouble to go through each player file and do the holes/gates that way, but it is far more efficient to start fresh, unless of course your players have a problem with starting over...in which case you would want to disect each player file and do it that way.



Skyevalen - Admin/Server Op
Hunters Association
http://www.sccommand.com/hunters/

Post Thu Feb 19, 2004 6:04 am

I use
FLS1 http://www.lancersreactor.com/t/downloa ... asp?id=315

and flcodec http://www.lancersreactor.com/t/editing ... asp?id=213 for the encryption (for example it i would use FL Server Operator, because it does not support dycryped fl files :-(

greeting Niwo

- - - - - - - -
Admin from K-Play.de >Hamburg City<
www.freelancerserver.de.vu

Post Thu Feb 19, 2004 7:33 am

question: I want to open a jumphole to systems omicron minor and omicron major. Will others need a download to use any jumpholes I create?

___________________________________
There is no knowledge that is not power.

Post Fri Feb 20, 2004 4:45 am

If you create jumpholes then that becomes a mod, therefore they would have to download whatever you have for those holes in order to see or use them.

Skyevalen - Admin/Server Op
Hunters Association
http://www.sccommand.com/hunters/

Post Sun Jun 06, 2004 11:57 am

I'll debate that last point because if you unlock whatever gates you want and start a server from fresh then players do not need to download a mod to use the gates as they have been unlocked serverside so a mod isn't neccessary

Post Mon Jun 07, 2004 3:14 am

Unlocking them yes is server side. Creating a new jump hole that did not exist before is a mod and everyone must have it to be able to use it.

Skyevalen - Admin/Server Op
Hunters Association
http://www.sccommand.com/hunters/

Post Mon Jun 07, 2004 10:17 am

Niwo has the right of it, besides the INI files being cleared of locked gates so does each and every FL MP saved game file! What you may not know is you cannot do this while the server is up. As soon as one unedited, locked gates, saved game file is accessed by flserver (i.e. a player character logs on the server) this locks the gates in memory and any subsequent edited, unlocked gates, saved game file accessed gets edited by flserver with all the locked gates again. So if you do not start clean you must edit every save game file all at once! . Making a copy of the files and editing them is possible but players would loose whatever they did in the time it takes to edit. Also if you have the time to edit nearly 2000 files even on a server with auto-prune (like my server) without some auto-script (hint, hint) to make the change, I would say you have a lot of time on your hands (I don't). Hence why many people consider starting the server over.

---------------
Earendil
SysAdmin of Boston Freelancer server
See server rules and server news for more info.

Post Thu May 11, 2006 11:16 pm

Sorry for gravedigging this one, but has anyone developed a decent autoscript type thing that can automatically remove all locked gate entries from player files?

One thing I found is that even if initialworld.ini is cleared server-side of all npc locked gate entries (I don't know why npc locked gates results in player locked gates, but nonetheless clearing the lot works), if a client-side version has any wonkiness in its own inis, somehow this gets transmitted into the server and players start getting locked gate entries in their player files.

So, my kludge until we get this all fixed properly for the mod (by distributing a standard initialworld.ini along with all the other mod files) is to clear the player locked gates. Unfortunately this takes forever using Ioncross Server Operator.

Thus, my request for an auto-clear utility

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