Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Broken Oath Server Side Mod Ver1.2

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Mon Mar 27, 2006 6:57 am

Broken Oath Server Side Mod Ver1.2


Just released the version 1.2 of the Broken Oath mod. There was a couple of ship loadouts that were causing the game to crash. Its been tested with FLscan v1.3 and i've sorted through the problems. My apologies to those who downloaded the original version. You can use your saved games ok with this version if you want to, there won't be any conflicts.
The main aim of this server side mod is to enhance the game as much as possible for clients who do not have the mod. It all runs server side. Some things like the locations of equipment and ships do need the mod in order to run properly.
Its main features are:
Increased difficulty - Bretonia and Kusari are pretty much as tough as Rheinland now
NPC's use bots and batts
New ship locations (for those running the mod)
Extra equipment at some locations (for those running the mod)
Harder level missions in all systems
Capship encounters in varying amounts
House millitary have eagles at max level (escorting the capships) and some have falcons or the anubis too
The Order also are in the game with various high level loadouts
Loads of new loadouts for existing factions (to match the higher level systems)
Bounty Hunters/Junkers and Rogues have other ships as well now
Junkers have CSV's, borderworld and pirate ships.
Liberty Rogues have borderworld and pirate ships.
Hogosha use CSV's and drone freighters as fighters.
Bounty Hunters use Bounty Hunter, Hawks, Falcons and Eagle ships
Corsairs/Hessians and Outcasts have trade freighter patrols
Each faction has engine types to match their region. Some like the Hessians have different ones.
House corp have a mixture of civillian and house weapons and the enginet type for their region.
Some groups like the Bounty Hunters, GMG, Corsairs and Outcasts drop high level shields, but only in set areas.
Please post any feedback or problems here.

Multiplayer Servers running Broken Oath
Evil Empire Revolition, Anubis, with 20,000 creds

Problems to be fixed in the next patch/version
01. Deshima Station is given ships, but has no ship room
02. One (or a few) starting ship loadouts have no engine (still haven't found it yet)
03. Maximum level Junker Sabre is D18, there is no D19

Edited by - Mace_166 on 8/3/2006 3:02:30 AM

Post Mon May 08, 2006 6:59 pm

Almost finished creating a start up interface. The server operator chooses:
The location for new players (out of 95 locations).
The ship for new players (out of 86).
Starting money (out of 9).
Startup movies on or off.

I did run into some problems playtesting. I had added some new nebula and asteroid fields to the game (refering them to existing fields), but the client didn't see them for some reason. Also, the changes to where the ships are sold and equipment bought do not work as the clients machine reads from the clients market files not the servers. Its a shame, but the mod will be released by the weekend.
(edit)
Ok, the mods been submitted to Bakedpotato, hopefully it should be available soon

Edited by - Mace_166 on 5/11/2006 8:54:42 AM

Edited by - Mace_166 on 5/11/2006 11:07:43 AM

Post Wed May 24, 2006 11:07 pm

Hi, I've been playing this as a single player but have been having CTD problems that I reported in the Freelancer Technical forum in this thread:

here

I note that you talk about clients and servers. I'm running it as single player, new game, rather than multiplayer. Is this where I'm going wrong and it's only for multiplayer? Sorry, I'm a bit new to FL mods so I don't know any unstated rules!

cheers...

Edited by - red777 on 5/25/2006 12:11:41 AM

Post Thu May 25, 2006 2:51 am

Oh, hi, the mod itself was made so that it can run from a server and unmodded people can join in even if they don't have the mod running. They get all of the features except the equipment and ship locations that you need the mod for.
Reading through the other thread, that i didn't know about, are you trying to do the single player without the OpenSp activated?
I've only ever playtested the game with either OpenSp or as a multiplayer server. It should work ok as i haven't changed the mission files or loadouts but, i can't really be sure. I would have tried Flscan, but i can't seem to install it. It sends me off to microsoft, i install that and then it sends me back again and again.
Sorry that your getting problems, which system are you in/which mission, I could try testing through that again.

Edited by - Mace_166 on 5/25/2006 3:59:56 AM

Post Thu May 25, 2006 3:39 am

greetings. I installed the Broken flmod file that shows/creates two activation options in FLMM. ATM In FLMM I have (just) the Broken Oath Multiplayer Mod Ver 1.0 and Broken Oath OpenSP Ver 1.0 activated. I then go into File / Launch Freelancer and after any spash screens I just choose "New Game".

I don't want to sound pedantic but when you refer to "OpenSP" do you mean Broken Oath OpenSP Ver 1.0 or the other one that I dl'ed called opensp1[1.1.zip.flmod?

If I try to activate opensp1[1.1.zip.flmod with the 2 Broken Oath mods active, FLMM warns me of a possible conflict.

Edit: just read thru your post again about what system. I start off like in OpenSp, I'm in NY, Planet Manhattan, and start with the freighter.

cheers...

Edited by - red777 on 5/25/2006 4:42:15 AM

Post Thu May 25, 2006 5:27 am

Yeah, i mean the Broken Oath OpenSP, not the other ones.
So does it crash at a similar point each time? Could you try spawning from different options in the B.O. OpenSP? I playtested a fair bit, but i'm only one person and didn't want to spend a month just playtesting. I'll load up the Broken Oath and playtest over the next through days and see what turns up. It could just be something as simple as one liberty freighter loadout thats broken. Again. sorry about the hassle.

Post Thu May 25, 2006 7:54 am

Both times started at planet mahattan in NY with the freighter.

It crashes at different times but fairly quickly. The first time I loaded the mod, I kept the freighter and decided to try a bit of trading and it crashed about 5 minutes in and then at about 20 minutes in.

Second time, clean install, I sold the freighter and bought a Patriot, then set off and it ctd'ed about 25 minutes in.

I will be happy to do any testing that you think is reasonable in an attempt to help you track down the problem. I don't start my new job for a couple of weeks so I've got plenty of (but not unlimited ) time.

I'll try restarting it at different locations and with a different trent character and starting cash but up till now I have just accepted the default starting options of single player, liberty corp at manhattan, Classic Trent and 2000 start cash.

TBH I feel that I'm creating a lot of hassle for you...

Post Thu May 25, 2006 8:30 am

Mace here's my Flspit for 2 seperate crashes running default settings on both mods.

ERROR: space costume head 0 does not exist
ERROR: space costume head 0 does not exist
WARNING: StarSystem::enter(): CLI(1) System(Li01)
WARNING: CExternalEquip: Object (0x926a4a80) missing hardpoint (HpShield01) for item (0x8e55870c)
ERROR: ArchDB::Get(2207633603) failed


ERROR: space costume head 0 does not exist
ERROR: space costume head 0 does not exist
WARNING: StarSystem::enter(): CLI(1) System(Li01)
WARNING: Voice message 2351700488 is invalid for voice 3073825485
WARNING: Voice message 2351700488 is invalid for voice 3073825485
WARNING: Used Hostile Pick Assistance!
WARNING: Voice message 2351700488 is invalid for voice 3073825485
ERROR: space costume head 0 does not exist
ERROR: space costume head 0 does not exist
ERROR: space costume head 0 does not exist
WARNING: StarSystem::exit(): CLI(1) System(Li01)
WARNING: StarSystem::enter(): CLI(1) System(Li02)
WARNING: Used Hostile Pick Assistance!
WARNING: CExternalEquip: Object (0x926a4a80) missing hardpoint (HpShield01) for item (0x8e55870c)
ERROR: ArchDB::Get(2207633603) failed

The first one crashed on launch from Manhatten and the second as I approached Los Angeles in the california system.

The "space costume" is caused by using older versions of FLE it did that to every robot docking controller, it isn't a problem and neither is the voice messages. It's the bottom 2 errors in each that is a problem as their identical, something about the loadout for the armoured transport is crashing the game, and after checking with FLScan I'm tempted to suggest the escape_pod is the culprit.

**shuffles of with a new headache**

Post Thu May 25, 2006 4:28 pm

Cheers Bejaymac, i've just gone back through all the loadouts and i did have escape pods from my other mod that i had imported from. I did think that i had got rid of all of them, but there was actually quite a few that shouldn't be there.
Shields too, for the armoured transports have been removed.
Sorry again for the hassle, i can't believe i've made such a mess of my first release. I'm going to release the updated files for upload, they ought to be available sometime soon.

Post Sun May 28, 2006 11:23 pm

Hi Mace, I've been playing the 1.2 mod for 5 or 6 hours without any probs. Nice job - just letting the NPCs use nanobots and shield bats changes things - it's now much harder to take on groups of enemy ships. Also, I notice that the Outcast Daggers now drop cardamine - never seen that before - though I think that I'll be careful about picking this up as the local cops seem to have a thing about scanning me...

cheers..

Post Mon May 29, 2006 3:43 am

Glad you like it! When you get to the higher level encounters you'll notice even more. GMG at max level are pretty scary, they use a combination of civillian pulse weaps and their Sky B's.
As well as using bots and batts, the shields themselves also regenerate. The npc's have the same shields as the players now.
Its a shame that i couldn't change the weapons and ship abilities, but then it wouldn't work for the non modded people. It means that Bretonia and Kusari are tougher, but the weapons available are of a lower class than you would need.

Edited by - Mace_166 on 5/29/2006 8:32:22 AM

Post Mon May 29, 2006 12:44 pm


When you get to the higher level encounters you'll notice even more. GMG at max level are pretty scary, they use a combination of civillian pulse weaps and their Sky B's


Oh no....

I had to restart a couple of times - due to stupidity and my "no reloading" policy -first time I chased a CSV straight into a planetary atmosphere (I didn't realise he was suicidal!) - and second I went straight into a minefield in Kyushu as I was reading the paper while playing (Duh!).

Just a very minor point. At Deshima Station, if you click the ? (Info) icon in the nav map it says that the station sells ships: Hammerhead / Barracuda / Piranha but if you dock there there is no ship dealer (I did check that there is no icon thru the equipment dealer).

cheers...

Post Mon May 29, 2006 2:57 pm

Yeah, i'm the same when i'm playing original freelancer, i'm usually either writing or watching a film in the mean time. In can be pretty tame at times.
I've just checked the SDK of Deshima and it dosen't have a shiproom as standard, i could have sworn it did, but i must have been thinking of my other mod. Its a pretty minor problem so i'll add it to a fix list on this thread and do them when i get enough of them.
Cheers for the comments.

Post Mon May 29, 2006 9:55 pm


Deshima ... I'll add it to a fix list on this thread ...


that makes sense. I just logged in to edit my last post to suggest something like that, as I was planning to play Broken Oath for a few more days.

regards...

Post Fri Jun 23, 2006 12:19 pm

I'm working on Frontierspace at the moment, but, if anybody has ideas for future upgrades to broken oath then feel free to post them up. The story will be re-done for the new version and a few minor errors fixed so far.

Return to Freelancer MOD Announcement Forum