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Locked gate & jumpholes in MP

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Post Sun Jul 04, 2004 2:30 pm

Locked gate & jumpholes in MP

I started playing FL again recently and have come up with a problem. I had played MP in the sandbox mode but it was too much of a hassle with my old system. I did play both modded and unmodded games in OpenSP. Recently, (with a new system and some MP only mods) I tried Lan MP again. Everything worked fine until I tried the short-cut gate to Magelon and got an "access denyed". Later, while comming from the Hood the same thing happened at the Leeds jump hole, (this was at level 30). I just got the same message while playing a different mod, (at level 5). Does anyone have any ideas?

The Fangman

Post Mon Jul 05, 2004 11:12 am

Unless you are runing (Or the server your are on is running) an Open Jumphole mod the New York <-> Megellen jumpgate and several of the jump holes are locked unless your are on the specific SP mission where you use them.

Post Mon Jul 05, 2004 6:31 pm

This is not a case of SP gates that are locked after the SP missions are competed (Alaska and Tokaho). Not to mention that I've never seen a locked jump hole in SP or MP.

The Fangman

Post Mon Jul 05, 2004 9:24 pm

Fangmans: MOST multiplayer servers have the jumpholes and Jumpgate that "Bypass" a system (New York to Magellen gate bypassing California or the New Berlin to Sigma 13 jumphole that bypasses Frankfurt) locked because they are "Single Player Only" Jumpholes. You have to have a MOD to access them when not in single player game mode playing the mission that requires them.

You CAN mod your game to access them while in single player (I think) or you can get a Multiplayer Server MOD to give you access to them while running a multiplayer server.

OR you can play on a server that has them unlocked. I KNOW this because I run a server that has all the locked jumpholes and Jumpgates opened.

Post Mon Jul 05, 2004 9:30 pm

@Achilles: Did you unlock the jumpholes/gates before or after player accounts were created?

--
3NET Freelancer Server Admin

See server forum here.
See server stats here.

Post Mon Jul 05, 2004 11:02 pm

The unlock mod must be installed before any accounts are created on the server.

"Flags" for each locked gate/hole is stored in the players fl file, and if even just one player has an account before the mod is installed, it acts as a virus.

It will copy the "flags" for each locked jumpgate/hole to every player file on the server, therefor, locking the gates/holes on the server.

I do not think anyone has written a utility to scan and remove the locked gate/hole information in all of the fl files yet...

Post Tue Jul 06, 2004 5:05 am

Thanks to all! Having played FL as much as I have (mostly SP & OpenSP) it's hummbling to know that I'm a little short on knowledge about other parts of the game (multiplayer). What was it that the old wag said; "If you are smart enough you can learn something new every day".

The Fangman

Post Tue Jul 06, 2004 9:41 am

Yes, THEO1 has it perfectly right. If anyone does come up with a utility to change the holes/gates lockability on all .fl files, please let me know! I have been looking and asking for a while. 2100 characters on Boston is just too much to edit one at a time!

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

Post Tue Jul 06, 2004 6:27 pm

@shaitanro: Yes as THE01 said it MUST be done before ANY characters are created. I had to delete ALL player accounts and start over when I added the Open Jumphole Mod.

Post Tue Jul 06, 2004 8:44 pm

Well then I will have to ask anyone if such a utility Earendil is looking for exist to tell me also, please. As 3NET only has about 1K acounts, but still too many to manually edit them.

--
3NET Freelancer Server Admin

See server forum here.
See server stats here.

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