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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!

Post Fri Jul 07, 2006 2:08 am

@Mace,

hi, I guess the problem with these "special" jumpholes for exp. in sys.
New Berlin, Magellan is, that these are SP story related and usually
aren't shown, nor can be usd after you've done the SP story.

That's why they don't show up on the map, if you want them to
show up on the navmap the have to be overworked I guess

Cu

Kuvacz

PS: Somehow I still don't understand what's the matter with servers,
and why I can't create an account on them.

In all other mods I every played this problem never appeared, I could
create accounts on as many different servers as I wanted to without
any restrictions, so what's so different about you mod ?

I could succsessfully create an account on the "Fun Fun Fun" server,
but not on the others, and I don't have any "multiplayer" folder in
my "my games" folder, only a "single player" folder.


Edited by - kuvacz on 7/7/2006 3:20:46 AM

Post Fri Jul 07, 2006 3:01 am

@kuvacz, i think richard was saying about a jump gate, not the story jump holes. They probably have the visit = 0 entry somewhere that prevents the object showing up on the navmap. I'll have a look at it.
For joining a server, you could try either:
01 deactivate Frontierspace
02 close flmm
03 delete the script in the frontierspace folder (its just for running a server)
04 open flmm
05 reactivate
You won't have the startup interface where you choose ships and things but that is for running a server anyway.
Or, if you would rather not deactivate, copy an original SDK characters/new_character.ini in place of the modified one. It should be the same as the SDK.
You will be able to join the same way as i have.
I still don't see why its failing though, that stuff is meant to be controlled server side.


Edited by - Mace_166 on 7/7/2006 3:54:43 PM

Post Fri Jul 07, 2006 7:05 pm

i dont know if this was adressed or not 1. the wc vampire the ship sold in majoris canis has no thruster port it cant mount a thruster 2. upon leaving majoris to procryon i had a crash and i had to shut my server because i am not financly endowed enough to buy a second computer. i have start selling more temperpitic matrisss they are around 2000 easy.lolololo :0)



Edited by - richard w. sabatino on 7/7/2006 10:17:47 PM

Post Fri Jul 07, 2006 10:19 pm

Hey all! Just a quick note to let you all know about my Frontierspace 1.1 server. It's called "Obscuri Lateris - Frontierspace". It's located at 68.229.162.211:2304. Our guild web site is located at http://www.obscurilateris.com.

It's a small server right now since I don't really know how many connections I can handle at once. I'm hoping if I can get some good traffic I'll be able to up the number of connections I can have at once. Even though we are small right now, we have a very friendly community of regular players and anyone is welcome to join in! If you have any questions, problems, or comments about the server you can leave a message on our forums at http://www.obscurilateris.com. You can always post a message there or PM me, Othi Nightstryker.

I hope to see you all online soon!

Edited by - Mister Vertigo on 7/7/2006 11:20:02 PM

Edited by - Mister Vertigo on 7/7/2006 11:20:21 PM

Edited by - Mister Vertigo on 7/7/2006 11:20:40 PM

Post Sat Jul 08, 2006 4:01 pm

Before I start I would just like to say that I have only just started playing Fl again after about a 2 year break and have just started playing this MOD with version 1.1 in Open SP mode.

Sorry if thes bugs have been posted before but 15 pages of posts is to much for me read through.

Now I seem to be having a few problems with the Beliati System.

1) In gasminer Stott Lee the ship dealer has no ships and I get a CTD when I try enter the bar.

2) I get a CTD ever time I try to use the trade lane from Brody Mining Base to Alderman Supply Base.

3) I also get a CTD when trying to dock with Alderman Supply Base.

Like I said this is the first time I have played FL for a couple of years and my install of the game is fresh with SDK1.3 installed and FLMM 1.3 with only your MOD installed as a fresh install.

Apart from the above I think this MOD is great and I still have lots to explore having only explored about 40 systems fully so far finding all bases and jump holes.

By the way can anyone advice me on which is the best ship in the MOD so far the best I have found and purchased is a Raven Claw Super and have out fitted it with the the top shield, and shield upgrades along with with top end tracker and scanner. Weapons fitted can`t remember what I fitted in the class 8 bays apart from it was a couple of class 8 FD shield strippers, in the class 9 bays 4 SILVER FIRE guns and in the 2 class 10 bays a couple of ARCHANGLES

Guess thats it for now soryy once again if the bugs have already been reported before.

Airport (Keith).

There`s no such thing as gravity.
The Earth just suck`s!!!

Post Sat Jul 08, 2006 4:47 pm

I had heard that there were a number of problems in Beliati. I haven't actually looked at them yet but they will be fixed for the next version. I think it will be mostly the patrols that cause problems like that and maybe a base population one for the gasminer.
It sounds like you have set everything up right, there have been quite a few errors found in FS. Which was expected for the first release.
Shipwise, there isn't really a best ship as such. There's quite a few that are very good, but its mostly down to preference.
Check out:
Stormhammer Superiority (Imperial)
Custom Eagles, 3 versions
Hessian Sabre Superiority
Andromeda
Hydra B
There are also capital ships and alien ones. There are weapons that are basically Cerebus with a 0.33 refire instead. Some of the alien weaps are a complete nightmare to fight against.

Post Sat Jul 08, 2006 5:21 pm

Keith,

Along with the ships Mace mentioned, you may want to check out the Anubis Custom (6/1) and the Phantom Interceptor (8/0). The Anubis is an Order ship that needs a high rep to purchase from them, although you CAN buy it from Federal easier. The Phantom is a Federal ship that can be found in various systems

Post Sat Jul 08, 2006 11:14 pm

Found another bug, Mace. Sorry mate.....

On the Zoner's base Jameson in Liabefa, if you accept the NPC Zoner mission, the game C'sTD once you leave the planet. At first, thought it was a glitch on my end so I loaded my autosave...CTD 3 times.

Then I thought it was a bug with the planet/base. Loaded my save game, flew to Jameson, landed then left without accepting any missions. No crash.

For all I know, it could be a problem with all of the missions on that base. Didn't have the time to check them all, just the NPC Zoner mission

Post Sun Jul 09, 2006 12:26 am

Hi Mace,

I had a CTD at Alstair Shipyard (Hamburg). Spoke with others on the server and they had also a CTD there.

Greetz, RippeR

Sorry, this has already been posted before... I just didn't remember
And sorry for the double post... you can delete both if you want. Thx

Edited by - _[BlueScreen_RippeR on 7/9/2006 1:31:03 AM

Post Sun Jul 09, 2006 12:26 am

Edited by - _[BlueScreen_RippeR on 7/9/2006 1:29:46 AM

Post Sun Jul 09, 2006 2:14 am

Thanks all for the advice on ships.

I do however have another question.

At the top of each page as you all know is the big post by Mace about the MOD in this post under Current Fix List is 4 entry`s that refere to other post on different pages namely :-

01. Crash leaving Grithiths Hydrocarbons Alpha Canis Majoris **Fix in this thread, Page-3**
05. The option for ship "Starflier-corp" on start up interface has no ship loadout. **Fix in this thread, Page-4**
07. Base population missing for Sanchez in Miogre (causes a crash)**Delete the Corsair patrols to fix**
10. Alien ship crash when buying, **Fix in this thread, Page-5**

Now I also noticed that there is a patch file version 1.0. Does this patch file address any of the 4 bugs above and can I use the patch file on version 1.1 of the MOD.

If I can`t use the patch or if any of the above are not dealt with by the patch can someone send me the altered files to fix the problems as I`m not very confident at changing file contents myself. My e-mail is [email protected]

Thanks.

Airport (Keith).

PS Almost forgot. In a wreck somewhere can`t recall off hand I retrived a diary of someone can`t recall whoes. Does this diary have any meaning within the MOD or is just another bit of loot to be sold on at any base. I have been carrying around with me just in case its needed.

There`s no such thing as gravity.
The Earth just suck`s!!!

Edited by - airport on 7/9/2006 3:22:39 AM

Post Sun Jul 09, 2006 3:16 am

The Liabefa crashes were due to their being no base population in the junker base in the south east field. I think one on the patrols were playing up too. I'll playtest the changes and see if the missions are ok.
Alster shipyard is a crash (it was mentioned before in an earlier post), the ship rooms of that one were somehow wrong. Its been fixed for the next version.
The diary is something that is important in the hidden quest. Best bet is to make a note of the info on the diary and you can sell it off ok.
Rippers patch covers:
01. The Griffiths Hydrocarbons in the Alpha Canis Majoris crash
02. The buying a Thargoid Warship crash (engine name)
03. Removes the patrols in Miogre by Sanchez that were causing a crash
04. Fixes the courier commodities (0.2 and 0.35 rep) giving wrong sold price
05. Allows the Thargoid ships to mount shields (missing , HpShield entry)
06. Removes the 70 Ophuichi patrols causing a crash near the Facece jumpgate/
07. Fixes the rep needed to buy the Bretonian/Kusari gunboat/capitalships
(all of the first errors that were found)
It will work with both versions 1.0 and 1.1 (they are pretty much the same anyway). Version1.1 is just a re-packaged version of 1.0 that had startup problems.
Cheers for the feedback, actually could any of you who are playing on MP make a note of the systems that don't show up in the chat window?
So far i have; New York, Exoice, Holm, UV-228(i think)

Post Sun Jul 09, 2006 7:05 am

hi Mace,

a bug to report.... At Garofalo Base (Omicrom Beta), the rep is not set right. It is an Outcast base but they dont sell stuff to anyone. Outcast rep is about 90% and they say, you have to be on friendlier terms ...

cheers, RippeR

Post Sun Jul 09, 2006 2:05 pm

Actually, Garofalo Base was meant to be removed. It is run by the Outcast clan, not the outcasts themselves. It should show up in the rep screen.
I added a bunch of clan factions with basess etc, but then chose to get rid of them as you could just join the Outcasts instead.
Did you spawn there or dock normally? It shouldn't be dockable as you can't increase your rep except through admin assistance.

Post Mon Jul 10, 2006 1:45 am

In this case it was dockable since the rep has been changed through admin...

Thanks for your support.

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