I tried under the names Mace and Battalion, though i deleted the Mace account as it wouldn't let me continue anyway.
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Frontierspace ver1.0/1.1
Here you can announce your own Freelancer MOD and find information about the different available packages!
Yeah, i tried joining Evil Empire by replacing my new_character file with the SDK version. It allowed me to create a character, but when i tried to leave manhattan it kicked me straight to desktop (no warning at all). It was the same with funfunfun too.
I tried under the names Mace and Battalion, though i deleted the Mace account as it wouldn't let me continue anyway.
I tried under the names Mace and Battalion, though i deleted the Mace account as it wouldn't let me continue anyway.
Not that i know of. There is a minor problem with the ship upgrades that i have found today. It has this entry:
co_elite2_shield01, HpMount, HpShield01, HpCloak01
and it should be:
co_elite2_shield01, HpMount, HpShield01, HpCloak01, HpCloak02
It means that the second ship upgrade will not give the benefits. It won't do anything. There is a number of them like that. The Nemesis is meant to have 3 and it only has 1.
Other than that, it has collision groups after each version (as most ships do in v1.1). Its a pretty good ship. It can even mount millitary shields.
(edit)
Oh, yeah, it does have one of those annoying habits of blowing off your most expensive weapons when it takes damage. But, it hits like a sledgehammer.
Edited by - Mace_166 on 7/5/2006 1:42:32 PM
co_elite2_shield01, HpMount, HpShield01, HpCloak01
and it should be:
co_elite2_shield01, HpMount, HpShield01, HpCloak01, HpCloak02
It means that the second ship upgrade will not give the benefits. It won't do anything. There is a number of them like that. The Nemesis is meant to have 3 and it only has 1.
Other than that, it has collision groups after each version (as most ships do in v1.1). Its a pretty good ship. It can even mount millitary shields.
(edit)
Oh, yeah, it does have one of those annoying habits of blowing off your most expensive weapons when it takes damage. But, it hits like a sledgehammer.
Edited by - Mace_166 on 7/5/2006 1:42:32 PM
I've just been on all 3 servers without any connection problems, so I can only guess that it's something you guy's are doing that's causing your problem.
Start FLMM and activate frontierspace, when the options window appears click on the "OKAY" only, do not use the options as these are for server side only, it should have been 2 mod's Mace a server side with the options and a client side without them.
Just incase someones forgotten to engage thier brain do not activate the OpenSp mod if your playing MP (just incase).
**shuffles of with a new headache**
Start FLMM and activate frontierspace, when the options window appears click on the "OKAY" only, do not use the options as these are for server side only, it should have been 2 mod's Mace a server side with the options and a client side without them.
Just incase someones forgotten to engage thier brain do not activate the OpenSp mod if your playing MP (just incase).
**shuffles of with a new headache**
Mace: Feedback.
The difficulty? I'm not sure about that, really. Freelancer was challenging, but not so hard it made you want to scream (F-Zero GX, namely). However, when I booted up your mod for the first time, I decided to become a trader, knowing I would get to drive trains someday. I departed from Pittsburgh and GOT INSTANTLY OWNED BY SUPER TOUGH JUNKERS. "Screw that!" says the Blankster as he activates invincibility.
Now, Wolf-359 is awesome. I think the NPC spawns are unrealistic, but that's okay. I wish they stayed around longer, though. I'll be flying through and POOF! Random huge squadron pops up out of nowhere. Ah, well. I would leave Wolf-359 low on the priority list, it is very nice.
As for the Cygnus systems, they aren't empty, really. They just need more markers (buoys or patrols) letting you know that there is a jump hole hidden somewhere on the other side. Because they are so big, I doubt many players would take time to circle the whole thing, just to see if another jumphole existed. My path ended at Cygnus X because I couldn't find a jumphole, and didn't have the patience to keep looking for something that may not exist. The idea is very good, though. I like that.
The difficulty? I'm not sure about that, really. Freelancer was challenging, but not so hard it made you want to scream (F-Zero GX, namely). However, when I booted up your mod for the first time, I decided to become a trader, knowing I would get to drive trains someday. I departed from Pittsburgh and GOT INSTANTLY OWNED BY SUPER TOUGH JUNKERS. "Screw that!" says the Blankster as he activates invincibility.
Now, Wolf-359 is awesome. I think the NPC spawns are unrealistic, but that's okay. I wish they stayed around longer, though. I'll be flying through and POOF! Random huge squadron pops up out of nowhere. Ah, well. I would leave Wolf-359 low on the priority list, it is very nice.
As for the Cygnus systems, they aren't empty, really. They just need more markers (buoys or patrols) letting you know that there is a jump hole hidden somewhere on the other side. Because they are so big, I doubt many players would take time to circle the whole thing, just to see if another jumphole existed. My path ended at Cygnus X because I couldn't find a jumphole, and didn't have the patience to keep looking for something that may not exist. The idea is very good, though. I like that.
Just been on the funfunfun server and joined ok. I installed the uploaded version to flmm, removed the options from the script (you can just delete it if you want to instead) and joined ok.
I didn't stay very long, as i was just testing. But, at least i know that it is possible to join. The server operater will be a small separate mod than can be run alongside the client version for the next release.
I've been pretty busy fixing problems. I've pretty much gone through every problem mentioned in this thread. I've still got to tackle the Flspew errors of which there are many, but things are looking pretty good.
Could you lot keep an eye out for which systems do not show up in the chat screen? So far i have New York and Exoice..
I didn't stay very long, as i was just testing. But, at least i know that it is possible to join. The server operater will be a small separate mod than can be run alongside the client version for the next release.
I've been pretty busy fixing problems. I've pretty much gone through every problem mentioned in this thread. I've still got to tackle the Flspew errors of which there are many, but things are looking pretty good.
Could you lot keep an eye out for which systems do not show up in the chat screen? So far i have New York and Exoice..
Personaly i've only had that login problem with a messy install, and having followed the instructions given in this thread solved any login/name already exists problems, i joined the other servers sometime over the past 3-8 days past, and got in every time no probs so if nothing has changed on the servers i'd look client side. i've not been playing games atm, my server died because of a power failure(guess i'll buy a new ups) and the psu gave some of the chips on various components these little silver spots (Meltdown).
It's been picked up by DHL and its in the back of one of their trucks as we speak (please have nice thoughts ,i'm sure they will take care of it). so i guess i gotta wait and see.
the player data was backed up just hours before onto CD(which i had to manually eject) so for those who have invested soo much time on the server all is not lost. i'll setup an old 2.4ghz over the weeked to get by with till my replacement comes.
-Pentapolis-
It's been picked up by DHL and its in the back of one of their trucks as we speak (please have nice thoughts ,i'm sure they will take care of it). so i guess i gotta wait and see.
the player data was backed up just hours before onto CD(which i had to manually eject) so for those who have invested soo much time on the server all is not lost. i'll setup an old 2.4ghz over the weeked to get by with till my replacement comes.
-Pentapolis-
@richard w. sabatino, your server seems ok. I popped on last night after reading your post. The problem is with the way that Frontierspace was created.
There is the server operater that allows you to select the starting location and stuff. There shouldn't be for clients. I still don't really understand why it goes wrong as i thought all of the choices were server side anyway.
For joining a server, all you actually need to do is either copy the SDK-New_character.ini over the modified one or deactivate the mod, delete the script and re-activate.
I'll look into the New Berlin Jumpgate problem. I'm a bit confused as i have made no changes to that from the original version.
There is the server operater that allows you to select the starting location and stuff. There shouldn't be for clients. I still don't really understand why it goes wrong as i thought all of the choices were server side anyway.
For joining a server, all you actually need to do is either copy the SDK-New_character.ini over the modified one or deactivate the mod, delete the script and re-activate.
I'll look into the New Berlin Jumpgate problem. I'm a bit confused as i have made no changes to that from the original version.
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