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How do wreck visits work in MP?

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Post Mon Feb 16, 2004 5:04 am

How do wreck visits work in MP?

In Single Player, if you visit a wreck (shoot at it, so the loot comes out) you can't visit the wreck again, since it is has been marked as "visited".
But in Multi Player there are more players, and also servers which are running for quite some time (months) so my question is, how do wreck visits work in multiplayer?

Is it when one player visits a wreck, means that another player isn't able to get something out of the wreck anymore; thus resulting that after a few months all the wrecks on a server are empties, and new players have no chance in getting the content of those wrecks

Or is it that if player A visits a wreck, then that player can't visit the wreck anymore, while player B is still able to get loot out of it when he/she shoots at it the first time.
So that every player is able to visit every wreck one time?

____________________
I'm on top of the world!

Post Mon Feb 16, 2004 5:35 am

basically its the same but first come first served and then its empty till the server reboots

Post Mon Feb 16, 2004 5:56 am

i think with IonCross you can clear the universe


this is my world; it goes round and round and round
The wolfy types like a cow

Post Mon Feb 16, 2004 10:14 am

Ok, thank you.
Just hope that servers refresh their universes once in a while, to give newcomers a chance to get some wreck stuff too :-)

Another question:
Is it possible to open all jump gates and jump holes in multiplayer? I mean, I've seen dozen of mods around here who can do that for singleplayer. But in multiplayer alot more gates and holes are closed, even the "regular" ones (who doesn't want the New-Berlin - Sigma-13 jumphole?)
I don't even want the special jump holes/gates openened, but just the ones which are also open in singleplayer.
(For my own server)

Post Mon Feb 16, 2004 10:56 am

Question:do wrecks still drop codename weapons in multiplayer?

Post Mon Feb 16, 2004 2:28 pm

You can get codename Class 10 weapons in multiplayer. I play on the Nostromo Sbias server and have retrieved my share of these.

But I have not been able to get them more than once.

I am puzzled that any jumpgates would be closed to you in multiplayer. (Unless it has something to do with a mod game)

Post Mon Feb 16, 2004 2:29 pm

Yes, if I'm right I have seen level 10 weapons coming out of wrecks in mp, where they did in singleplayer.
I believe all the wrecks have the same content, in sp and mp.

____________________
I'm on top of the world!

Post Mon Feb 16, 2004 3:04 pm

It's like SP, but completely unlocked. Ergo, you could be level one with your little ****box and try to make your way to the outer worlds all on your lonesome. Too bad you'd get spanked before you even made it into Rheinland.

And yes, all the wrecks are there, all the jumpgates, everything is there.

Post Tue Feb 17, 2004 3:22 am

Sorry, that is not what I meant.
I meant that when you have finished the story missions in singleplayer, you can acces all jump holes/gates except the ones going to Tohuko and Alaska. But all the other holes/gates are open.

But in MP quite a few gates/holes have been closed which do work in singleplayer. Like the Magellan - New York Jump gates, and the jump hole New Berlin - Sigma-13. Or the jump hole Dublin - Leeds. I can name quite a few. And I wanted to know if there was a way to open them for multiplayer.

____________________
I'm on top of the world!

Edited by - Timenn on 2/17/2004 3:23:01 AM

Post Tue Feb 17, 2004 7:44 am

the Magellen Jump Gate is locked? WTF! That's so not fair fro pirates. Getting through California as a Pirate is nearly impossible.

Post Tue Feb 17, 2004 10:30 am

Wreck questions. Wrecks are "replenished" when flserver (the FL server program) is restarted. If you have visited the wreck once before and no one has got to the wreck since the last restart, then you have to wait a while to get drops from the wreck. I have heard that time is anything from two weeks to a month. All wrecks drop the same in SP as in MP. Nothing is held back. By the way, FLSO is good but there is no "clearing of the universe" in relation to the wrecks, Wolf Demon FLSO deals with basically player's saved FL game files.

This weekend I decided to try to get the closed gates in MP, specifically Alaska and Tohoku to open on my server before a wipe&reinstall. After many hours and trial and error I THINK I figured it out. Maybe this should be in the editing forums but I will go through it briefly here. First in initialworld.ini in the DATA subdirectory find the lines in the file for the gates you want to open. Each line represents a ONE way trip through the gate and they all follow the header [LOCKED or something like that. Cut&paste those lines (for Tohoku specifically its Ku05, Ku06 gates for a total of three lines - the missing line was probably left out by the DA by accident but it is the gate from Tohoku to Chugoku) and place them BEFORE the [LOCKED header. a semicolon at the beginning of each line does NOT work. Now in every past saved FL game file (files under SP or MP directory ending in *.fl) have to have the line relating to the gates you unlocked deleted. FLSO's "open all gates" is helpful here. It is easier for any new players, they won't have those unlocked gates locked in their new saved FL game files. This is how I did it. Everything worked initially. It isn't proven yet because I couldn't go back to Tohoku after a log off/on, then exited Tohoku system and tried to re-enter Tohoku. I'll figure it out though.

Opening gates can change the flow of the game so consider the ramifications. Most stations in the closed systems are good for docing only, nothing is sold. The exception is planet Toledo where my server police are allowed to dock there to buy an Anubis for their jobs but I must use FLSO to get them into Omicron Minor and back.

---------------
Earendil
SysAdmin of Boston Freelancer server
See server rules and server news for more info.

Post Thu Feb 19, 2004 5:44 am

Thanks for answering that wreck question. So I see that servers that have a few minutes of downtime once in a while, are actually better in my opinion, then the ones which are always online, because those servers also reset the wrecks for new players.

I'll try the things I can do with that ini file, thanks.
So if I understand well; First you must edit initialworld.ini, can cut all lines of the gates you want to open, and paste them above "[locked_gates"?
And then remove the corresponding gates from the savegames.

But what does "npc" means? All the gates with "npc_locked_gates" seem to be the multiplayer locked gates. I see the locked gates to story systems, but also the "special holes/gates" used in the singleplayer campaign between normal systems. Like the Sigma-13 - New Berlin jump hole.
While the normal "locked_gates" seem to refer to singleplayer gates/holes, which also include the gates/holes which are locked in certain missions (like you can't get out of Liberty before ending mission 4)
But then this phrase confuses me, and the following lines:
"; Easter Egg Systems - Player is allowed to go to these systems, but not NPCs"
npc_locked_gate = 2259929730 ; Hi02_to_Ew06_hole
npc_locked_gate = 3128701573 ; Hi01_to_Ew05_hole
npc_locked_gate = 2974773122 ; Ew01_to_Li01_hole
npc_locked_gate = 2942653837 ; Li04_to_Bw05_hole
npc_locked_gate = 3030328194 ; Ew04_to_Hi01_hole
npc_locked_gate = 3163920771 ; Bw05_to_Li04_hole
npc_locked_gate = 3128521351 ; Hi01_to_Ew04_hole
npc_locked_gate = 2868648589 ; Li01_to_Ew01_hole

Like you see the first 2 lines refer to the unknown sysem jump holes, which are accesible in mp, but then a few non-existing jump holes, like a New York - Tau 37 jump hole/gate ???

But like I said, I try to toy around with these things, and I will go to the editing board if I have more questions. But thanks for your help. :-)

____________________
I'm on top of the world!

Post Thu Feb 19, 2004 2:54 pm

Well, since I changed the server-side INI files and placed in my post above I now can't get through the gates again. I haven't had the time to check out precisely why but I have to be on the right course. Another thread started at nearly the same time says you should start a whole new server but I am trying to do this with an established server so it will be hit or miss.

Hehe! NPC stands for Non-Player Character. Remember a Player refers to a real person.

NPC's can enter gates but they never come out the other side. So what good is that you ask? Well the only thing I can think of is it may keep a player for a few seconds from getting through a gate if an NPC is hogging it. That's it. When I unlocked all the gates for NPCs once (I didn't leave it that way, no need to mix it up too much while testing) NPC's went through the gate as they wished. I saw no other benefit.

As far as the Easter Egg systems? Maybe this was one of the FL MP things they were going to put in but decided not to. Certainly there are no systems in un-modded MP play that have no NPCs (although some areas in some systems have no NPC's). Yet all the systems you CAN'T get to (Alaska, Tohoku, Omicron Minor, have no NPC's. Strange and it's a tale that only DA/M$ can answer.

---------------
Earendil
SysAdmin of Boston Freelancer server
See server rules and server news for more info.

Post Thu Feb 19, 2004 9:50 pm

It is rather easy to answer, why bother programming NPCs for areas that you are not supposed to be in except for scripted battles?

Post Sat Feb 21, 2004 7:03 am

Ok, I had mistaken "NPC" for something else ;-)
I meant opening the multiplayer-closed gates, but now I know that singleplayer gates are listed somewhere else, probably because the gates are opened and closed with triggers in the story missions.

But now you say, why give the NPC's the ability to also travel through those gates? (well, not really, but just give the idea) I think I have a good reason for it:

I don't know how patrols work exactly qua how they are coded, but I believe that all NPC gates have traffic, and that patrols are automatically adjusted, so if those ships using it are hostile to you, they can make it harder for you to approach and leave those jump holes. And this would give more balance in the advantage you have of those new jump holes, because these jump holes often give profitable shortcuts. Like the Sigma-13 - New Berlin jump hole, this makes travelling from New Berlin to New Tokyo much faster (you skip Frankfurt, and the jump holes are close to the normal route) and this route is a profitable trade route (that is why I keep referring to this trade route, because I used it so often for shipping diamonds :-))
But the real hazard was, while I used it in SP, is the attacks of the Red Hessians and the Outcasts, just when you came close to these holes, which are a real pain when having a Freighter.
So what I wanted to say is, is that shortcut jump holes must be harder to reach.
Secondly is that you can discover jump holes if you are looking at the patrols in the Nav Map.

I succesfully edited the initialwordl.ini, and I made a new player on my server, and went to the New York - Magellan jump gate (default locked) and it worked! And it still worked when I reloaded the character.
But it would be pity if this couldn't work for existing characters (however, that it works for new ones is still good news) but I'll try testing some things with it.

Another thing is some closed gates also lost their "label" (or however you can name it) and they don't popup on the Nav Map anymore, like the New Berlin - Sigma-13 jump hole.
But I say some, because some closed holes to appear, like the Dublin - Leeds jump hole, this one is closed but it still appears.
And some holes have missing labels while they still work in SP. Take for example the Leeds -> Cambridge jump hole, this one works, but it doesn't appear on the Nav Map, while fromt he other direction (Cambridge -> Leeds) the hole does have a label)

EDIT:
right now I tested a character which already existed on my server, first I tried it with only the edited initialworld.ini. And obviously I couldn't acces the New York - Magellan jump gate. But then I closed the game and server, and used the savegame editor, to extract the savegame to a textfile, and I manually removed the gate numbers corresponding with those I moved in initialworld.ini.
I ran the server and Freelancer, and tested the gate again, and I jumped.
But the nice thing was, when I closed both Freelancer and the server, and the opened it all after that again, I tested the jump gate and it still worked, right after that I tested it also for the Magelland - Leeds jump hole, and the Leeds - Cambridge jump hole, and both worked.
So it seems possible :-)

____________________
I'm on top of the world!

Edited by - Timenn on 2/21/2004 7:48:33 AM

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