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The general place to discuss MOD''ing Freelancer!

Post Mon Dec 01, 2003 3:42 pm

Where do you go to change the display of the factions rather than IDS,
like changing rouger to something else?

Post Mon Dec 01, 2003 4:02 pm

Alright, idiots first... LAG is caused when the server thinks one thing, and your system tells it another. IF you were running your own server, and had a debris field set to drop cerberus', then everything would be just fine. You blow up a rock, the server says you should get a cerberus, you get a cerberus, great. Now since I know you don't run your own server (unless they have a new model that runs on a 33.6 modem...) this is what would happen:

You shoot rock
Server says "hey rocks blown up, here's some copper" (or whatever)
Your comp says "actually these rocks drop cerberus'..."
Server says "***** please. That's not what I have at all... according to this file (looks into file...) yeah, you should get copper"
Your comp says "Nope, I got a cerberus"
Server says either "You're a cheater (if the right anti cheat mod is in place, and it catches that)", or "Alright, whatever".

Now, how can all that looking around and talking back and forth to the server over a single rock NOT cause lag? What about when someone else is right next to you, and they see you shoot the rock? Does the server tell them it's a cerberus, or a piece of copper? If I says it's a cerberus, then the whole thing above happens with their comp too. Just drop it before you hurt yourself kid.


Now for the reasonable question:
The only place where changable text is stored is in the dll files. You're going to need to do some IDS editing. I'd say to just get fled-ids, make some new entries, then go into the ini files for the factions/ships/weapons/commodities/whatever and change the ids_name part to the new IDS number. There's not really a shortcut there, at least not one anyone who's talking knows about.

Post Mon Dec 01, 2003 6:28 pm

Actually lag happens FULL STOP. You can get it during your own game if you 'overload' it.

So - the game is designed for multiplayer - however, there is a maximum limit on the amount of people. Trail - if there were NO lag - then why on earth do we not have servers with 200000 players on them?? Why - its run off of player computers as well - so even then though - there cannot be lag huh?

Of course there is. The computers can only communitcate as fast as is allowed by the UPLOAD of the server. Typically this is approx 500kb/s

Now then - each person who logs on requires to transmit and recieve information from the server so that we can all play together.

Now then - which do you think needs more information transmitted??

1 object of loots?
or 147,000 guns?

Hmmm

Number 2 - which takes more computing power - travelling at 300 and calculating what MIGHt hit you, or travelling at 30000??? Hmm - i wonder

Which needs more calculation - a shot that travels at 600 for 1 second - which needs calucations of everything in the 600 range of that gun, or shots travelling at 100000m/s for 10seconds. Range = 1million meters, and it calculates what it might hit in that line of fire - oh, add that its firing at 100 times a second - and NOW TELL ME MODS DON'T CAUSE LAG - lol.
Course they do - why the heck wouldn't they? They require the computers to transmit at LEAST TWICE the amount of data of normal comps. Now - a server is set to run at optimum of 28 players without lag. Now you have 6 peopel modding badly. Now the server is acting like its dealing with 34 - too much information to send down the lines - therefore, a backlog appears when the modders are shooting, flying fast etc etc. THAT is your lag.

Mods also cause lag like was mentioned. The server is going 'what is that?' and the client is saying - ah ha! its got the potential to kill everything - the server says - i dunno what it is,
The client says - work it out.
the server says - I LAG.

Simple - now, sorry trail - but you cannot argue - as its common sense that mods cause lag. Also - It has been PROVEN that mods cause lag. However, server operators tell me that 10 times the loading appears when modders log on.

So - ten times the normal loading when a modder logs onto a server from what THEY say? Try that 28 with 6 modders = 34 people equivalent, and you get
28 + 6 modders = 88 equivalent.

now- i aint lying -that is what SERVER ADMINS HAVE BEEN SAYING!!

Fact - mods cause lag
Fact - people wanna mine stuff to mod
Fact - I won't support the blatant, wanted disrespect for peoples rules. They put those servers up at THEIR OWN COST. If i made my comp into server - i wouldn't really be able to use it. So they are running a dedicated computer 24/7 for FREE.

Now where does it say that you should have the right to use something that someone else is paying for, and providing out of their own pocket - but ABUSE the simple things they ask?

No-where.

Simple.

Cheat - and don't be surprised when you are banned. Why do you think Microsoft made the patch - it was to stop cheating in MP cause it was ruining their game.

Edited by - Chips on 01-12-2003 18:30:09

Post Tue Dec 02, 2003 4:19 am

as i have told you soundspawn, it is that VMESH line where the 3d model is defined and all of its data, i.e. materials and textures, are being called. if you use the same model and has the same vmesh entries as your default ship, then all of the same ships in game will follow, cause fl always loads one model for theat specific ships, and the same ships in game will use its default values as what your ship is using.


All I do for LOVE

Post Tue Dec 02, 2003 4:35 pm

So... in SP!
?!?

Post Wed Dec 03, 2003 7:48 am

Newbie, if you really want cerberus' in SP why don't you just either
1. Earn money and buy them (what an original idea )
2. Mod weapon_good(s?).ini and make them cheaper so that you can buy them.
Then get the full weapons mod so that they are all availiable at manhattan

Mining for them just seems a little stupid, don't you think?

seeker



"Yes, I found them. They were on display at the bottom of a locked filing cabinet, stuck in a disused lavatory with a sign on the door that said 'Beware of the Leopard'" - Arthur Dent, Hitch Hikers Guide to the Galaxy

Post Thu Dec 04, 2003 9:57 am

Chips,
Do you know how to create and/or edit a ramdom mission

Still can't understand those vignettes, killable solars and etc. on how they are all connected. Can you help me

All I do for LOVE

Post Thu Dec 04, 2003 3:19 pm

I tried adding ejected pirates as you outlined in your pirate commodity mod. I made a comodity which sells and is jettisonable and I have added a new Rmloot entry, but no one drops my new commodity. Do I have to make any extra changes other than what I've done. I even tried making it a faction commodity, when I scanned a ship that was full of my ejected pirates, when I destroyed the ship my ejected pirates were nowhere to be seen. Can you help?

Thanks to all you guys for your work.

I AM BIGG I AMM WRONG. I AM WIDE OF THE MARKKK

S

Post Thu Dec 04, 2003 8:00 pm

rmlootinfo - is random mission info. For this you will have to do missions to pick stuff up. Unfort, trying to get them to drop the correct stuff in the lootprop file means that it AINT faction specific. At that point, its near impossible to make it anygood.

Creating new RM? Nope - cannot do yet - need source code - but i aint a programer, so i wouldn't be able to do it even then! lol

However, you can make variations of them. Make new harder solars, add in other ships - but its easiest to just add ships to the faction instead - then they fly them instead. Done by levels you can have massive battles at times.

Post Fri Dec 05, 2003 3:58 am

Chips
I've losy all the pilot meshes. I've made quite a few extra weapons, enabled hardpoints (only in ini. files) and changed the civilian ships cockpit views (as I enjoy the first person view of the game). Anyone else had the same problem?

I AM BIGG. i AM WRONGG.I AM WIDE OF THE MARKK.

S

Post Fri Dec 05, 2003 4:26 am

Chips, thanks for the info.
Great work this forum.

I AMM BIGG. I AM WRONGG.I AM OFF THE MARKK.

S

Post Fri Dec 05, 2003 6:20 am

Is those Battleship kill missions in some mods are the same as in the Random missions?

All I do for LOVE

Post Fri Dec 05, 2003 6:39 pm

battleship missions are done by cunnignly disguising the battleships as fighters instead, so:

Copy the entry in the shiparch.ini for battleship. Change its nickname. Now make it FIGHTER instead of CAPITAL.

Now make a loadouts for it in the loadouts.ini file (for fighters)
add it to npcships for your faction
add it inot the faction_prop for the faction.

Make sure it references the right loadout in npcships.
then load it up - and see some capships flying around. If you choose carefully - like giving it to navy, you can make the capships appear via difficulty level. So if you give it to navy, they rarely have lvl 14 difficulty fling round - so 15+ is not happening. However, if there was a sufficient base for it, then you could get the navy level 15+ pilots being targets of missions. They way i do it is give the ships to the corsairs and bounty hunters. Now decrease the encounters parameter around both bases in gamma (lvl 19) and make them 18. Now add those battleships for both bounty and corsair. Now try a mission of bloody high level, and you will be shooting capships.
By the way, in npcships.ini - look at code for unlawful ships though - take a peek at entries for other fighters instead though - cos basically you will be emulating that.......

Post Sat Dec 06, 2003 4:05 am

thanks


All I do for LOVE

Post Sun Dec 07, 2003 11:55 pm

A question regarding an MP server...

I would like to set up an MP server for say, maybe, a max of 5-10 players at anyone time. I run a sever at home, based on my PC for all the machines I have networked at home. There are 4. The kids and I play on the LAN.

I would like to set one up for internet use, for general MP play. Now...the question is....what type of "machine" would I need to dedicate for a 24/7 ability. Is it a special type of Comp, or is it a standard PC ( one that I can pickup at the local store)that had FL on it and nothing else....I'm not sure what the standard is.

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