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Frontierspace v1.74

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

Post Mon Mar 12, 2007 8:52 pm

Hi Folks. Well...the server seems to be a hit. The is the odd crash however, when someone finds a bug. That's ok, I have the server set to reboot on its own and there are people on the server searching for bugs to fix any problems. If you find one, please post it here on this forum. I am really enjoying this mod. A very big Thank You goes out to Mace_166 and Bejaymac for all your help and instruction. You are helping me to make Sarge's Slaughter a better place to be.


Sarge

Post Tue Mar 13, 2007 5:06 am

I have a suggestion, people are not downloading the patch so I suggest you run FLScan 1.3 - find and fix any bugs and release a full version.
FLScan will scan your Freelancer files looking for errors, an error report will be created which details the problems, common causes and possible ways to fix the problem.

Post Tue Mar 13, 2007 7:19 am

BP FLScan only does part of the job, something as simple as the wrong number in a market file is beyond FLScans abilities.

A scan shows 7 errors, 6 are nothing to worry about as vanilla has around 100 of the same type, the other might be as it's a missing room file.

BW02.ini has 6 references to "clan_corsair_grp" in the zones, I think these are now called "cl_corsair_grp".

EW23_03_Base is missing the "EW23_03_shipdealer.ini", however there is a "EW23_03_Base_shipdealer.ini" in the rooms folder.

Mace I did a file comparison on Tau29, the zones and patrols only differ in the difficulty levels you've set, so No future's problem isn't with them and as FLScan doesn't show anything I don't think it's loadouts either.

There may be a patrol prob in Wolf 359, Sarge crashed the server twice (wasn't me honest) just after you'd left. He'll can fill you in better than I can as I still can't find my way into that sector (but I'm learning).

**shuffles of with a new headache**

Post Tue Mar 13, 2007 11:13 am

Err, i did run FLScan 1.3 before releasing and i have gone through the FLspew for each system. I didn't spend long in the systems while checking FLSpew though to be honest, but i was hoping it was pretty much bug free.

I thought i removed the clan entries in bw02, that one showed up in the scan when i ran it.

I'll look into EW23_03_Base and add it to the update list.

I don't mind releasing a full patched version, but i want to make sure that i am not going to be releasing patches for that one straight away. I'll give it 2 weeks, take in any bug reports and feedback, then upload v1.75 so that servers are all running the right versions.

Post Tue Mar 13, 2007 12:10 pm

hi ive a problem connectin with this mod.

i can load it in the modmanager and activate it but if i start it it first shows the right version and as soon as you see the menue it shows version 5.10 and i cant connect to any server because their versionnumber is red.
I cant connect to no onlinegames and not to my own lanserver.
I tried it on 3 computers and on 1 of them i reinstalled freelancer and modmanager but that doesnt help.
can it be a problem with the north quadrant mod that i was using before?
am i too stupid and just dont see something obvious?
please help i want to play this mod ...i like if i have a long way to work up to big fighters!

maybe ive to do a reinstall and delete all saved games but this mod is aktivatin and deaktivatin succesful in the modmanager...do i need the fl patch??
I have the unpatched version running.

Does anybody see the versionnumber 5.10 in the lower right corner of the Mainmenuepage like me?

please help

Post Tue Mar 13, 2007 12:45 pm

@Mace,

Thanks for your help! This looks fantastic, can't wait to get down to business!

Post Tue Mar 13, 2007 1:07 pm

@smutje, hey welcome to the forums. I read the problem that was posted in the news section, but to be honest i have not heard of that one before. I'm kind of at a loss to know where to start.
Could you let me know what the Freelancer disc you have. What version of SDK, FLMM and any other info u can think of.

Post Tue Mar 13, 2007 1:55 pm

Hello freelancers,
I downloaded this mod with the high hopes of having alot of fun. However I'm not having an easy time getting the mod to work. Maybe I'm missing something, I don't know. I need some help.

I havnt been using mods outside of the version 1.0 until now. I'm not too good at fixing things up and altering things yet, so if someone could explain to me, in layman terms what all needs to be copied to what directories, how I get my FL version number to change from 1.0 to 1.74 AFTER activating the mod through FLMM. I also did the FL server thing and changed that. I dont plan on running a server, I just want to play it. I followed the installation instructions correctly and still have the problem. I'm also running into the same "insert correct CD error" a couple others have posted here. I just repasted the exe from the CD to the FL exe so I can get into the game.

What am I not doing wrong? Is it really nessasary to copy all the dot files to FLShell in order to play this version.

Any help with this will be much appreciated.

Hope to see you in space.

Post Tue Mar 13, 2007 2:23 pm


Installing Frontierspace v1.74 For OpenSP

1. Install SDK v1.3 (its an older version, but it is what i have used, download
2. Install FLMM v1.3 (its an older version, but it is what i have used, download

3. Open up the zip files, there are three ".flmod" files for each mod inside.
4. Double click on the .flmod files and they will be loaded into the FLMM.
5. Then activate the Frontierspace Client V1.74, by either double clicking on the mod name or click on the one that you want and press activate. This will allow you to join other multiplayer games running FS v1.74, but if you want to play single player you need to also activate the OpenSP mini-mod.
6. The start up options are a bit limited for OpenSP, but they are quite varied and it is only the start. This will allow you to play freely with no story and allow you to choose your starting location/ship loadout and reputation too.
7. Before playing, make sure that there is no saved games, restart.fl of autosave.fl in the saved games folder (usually : My Documents\My Games\Freelancer\Accts\Single Player). It keeps information in them from the boot up of the last game played, so make sure they are either deleted or moved away.

That is the normal way of loading the mod. I wasn't sure if you meant you hadn't actually used mods before. You shouldn't need to do any more than that, except there is a problem with the Ubisoft version of Freelancer using Mods with unique version numbers.
Not to worry, there is a fix on my website posted by Bejaymac, here. You will need to join the forum, but it is fairly painless.

Post Tue Mar 13, 2007 2:34 pm

When I first tried to install and run the mod on the server and my gamer, I just couldn't get it to work. I tried a lot of different things but it just didn't want to hook up.
Then I got upset, Uninstalled everything, not reinstalled, uninstalled, Ioncross, Flmm, mods, Freelancer, all saved games etc. Then I deleted all the folders that keep data and such. My Documents/My Games/ Freelancer, The Freelancer folder that you installed the game to, default is Program Files/Microsoft Games/Freelancer. Make sure there is nothing left behind of Mod Manager of Ioncross. Reboot the computer and start all over again with fresh installs.
I've found that FLMM 1.31 and Ioncross 5 work best. This is everything I did and it worked.
Good luck.

Sarge.

Post Tue Mar 13, 2007 2:42 pm

OK Mace I'll give it a try. Here's something I may not have mentioned. When I do start FL, the titale screen has "frontierspace 1.74" on the bottom right. however, at the menu screen it says I'm still on 1.0. I'll try that download and let you know what happens. Thanks again.

Post Tue Mar 13, 2007 2:48 pm

Actually, re-reading your earlier post, if you are planning to play online, but not host a server, then don't activate the OpenSP. That is just for single player.

FLShell is only for running a server, so don't worry about that at all.

Edited by - Mace_166 on 3/13/2007 3:58:20 PM

Post Tue Mar 13, 2007 3:29 pm

bejaymac's exe file did the trick.

Thanks for the help guys. See you in space.

Post Tue Mar 13, 2007 4:03 pm

Bejaymac, your good with this sort of thing. What do the following errors mean:

WARNING: alloc_equip: Archetype[0xbdc74b83 not supported/equippable!

ERROR: ID(0x9CB8F446) EQ_ID(0x33) EQ_ARCH(0x88b55ac9) cannot find a cargo pod attached to hardpoint HpCargo04 for 0xb4fa260e.

WARNING: EqObj::use_item() couldn't find target item on Client request.

ERROR: space costume head ..\data does not exist

ERROR: 0xb7b38cc4 is dockable, but doesn't have a valid base or system to go to 718396: 0.349717
<-- I know the error on this one, but why the numbers afterwards? I don't normally get them.
Thanks.

Post Tue Mar 13, 2007 5:30 pm

The first one is "ge_bd_engine_01", I think you may have attached it to something that can't use it like base.

ERROR: ID(Bw02_quest_transport_01) EQ_ID(0x33) EQ_ARCH(commodity_construction_machinery) cannot find a cargo pod attached to hardpoint HpCargo04 for (suprise_transport). This is another case of a missing hardpoint, your small transport doesn't have a HpCargo04 hardpoint in the CMP

The third one has me stumped I'm afraid

Space costume is a classic FLE ballsup Robot docking controllers should look like this:-
space_costume = , robot_body_A
space_costume = 0, robot_body_A <--most versions of FLE do this.

Probably an internal code but as I've never seen it before it's only a guess.

**shuffles of with a new headache**

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