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Server Mod side files

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Post Wed Mar 29, 2006 6:53 am

Server Mod side files

I made a post in the general editing forum, but haven't had any response so i'm going to try again here. I've tried to delete the original post, but it wouldn't allow me to.
I've made a mod aimed at being server side with the users not needing anything other than the original copy of FL.
I have modified:
Faction_prop
Npcships
Added encounters
The system files themselves adding objects and increasing difficulty
In some places I have added nebulas and asteroid fields refering them to other files already in the game, so no files are needed
NPC behaviour stuff
Ship loadouts
Ship classes added to allow cap ship encounters
Increased mbase to allow higher level missions
Added equipment to a few bses by changing market_misc
Added ships to bases using market_ships
.. and modified NewCharacter.ini to change startship and money.

Will this mod work? Or would the user need to download the mod in order for it to work properly? As usual, any help would be appreciated.

Post Sat Apr 01, 2006 6:36 pm

most of it looks ok, but i don't think market changes can be made from serverside
the only way to find out, obviously - is to run the mod and connect to it with a stock client

Post Sat Apr 01, 2006 9:24 pm

I've done a fair bit of playtesting and am pretty happy with it. I just need to wait till i can join the server i am running from a friends computer.
It would be good if it works fully. Adding things like nebulas and asteroid fields to the existing systems means you can have things like gmg gasminers in Theta and get them fighting properly against the Corsairs at their max level.

I'll release the mod as soon as I've had a chance to log on and given it the all clear. It shouldn't be too long.

Post Tue Apr 04, 2006 6:58 pm

I don't think these things will work server-side only:

"In some places I have added nebulas and asteroid fields refering them to other files already in the game, so no files are needed
...
Added equipment to a few bses by changing market_misc
Added ships to bases using market_ships"

This I want to do myself, say to a Hawk with $100k. I dunno if the ship part is possible, I know the $ and the loadout is changeable:

".. and modified NewCharacter.ini to change startship and money."

This step is cruicial to any stock-only mod (I have two myself, running on 2 servers):

"I just need to wait till i can join the server i am running from a friends computer."

Post Tue Apr 04, 2006 8:16 pm

You can change where ships are sold server side by editing the market_ships.ini. Have not tried it, but have read in a couple of places on the forums.

Post Tue Apr 04, 2006 11:00 pm

Oh, the Hawk for 100k is one of the easiest things to add. The bits i'm not too sure about are wether the server will read from the users system file and not the servers.
I don't think I have played any other server side mods which have changed things like equipment and ship locations. I'm not sure where the line is in which things can and can't be done. I wouldn't change the actual goods values, either the package or the cost as i'm pretty sure that they would be un-doable.
The thing about the added fields is that each of them is linked to existing fields. So, as long as the server is sending out the info for the users, there's no reason why it wouldn't work. Unless, i suppose, the server only sends the encounter parts of the system file and assumes that other parts of the data are there already. That would be a messy way of doing it so i am pretty hopefull.
Its a good mod though so far. Its only about 600kb and has things like prison ships and luxury liners patrolling different regions. I've even added some always hostile shipyards and bases by using the fc_ln_grp type factions.
If the whole thing works, it'll be a hell of a lot better than playing original FL (in my completely biased opinion).
I should be able to playtest over the weekend.

(Edit)
Actually, i'm just going to leave the server running for a day or so. If anyone joins and wants to comment there is a thread in New Mod Announcements called Broken Oath. I doubt that i'll be around, but you could look around if you like. Pop to NW theta and there should be GMG capships, a Nebula and gasminers doing the rounds..

Edited by - M-A-C-E_166 on 4/5/2006 12:06:37 AM

Post Sun May 07, 2006 12:44 pm

Well, i've finally got around to playtesting from a client machine and, you, there are problems. The market changes have not been read at all and the new objects and fields are not visable. This was pretty much the whole point of the mod. I guess it was an exercise just to see what was possible.
As it is, its still a pretty nice server side mod that has a lot of additions to make tha game more challenging. I'm going to remove the new fields and objects before the mod is released. It was wierd though, i definitely entered an oxygen field and took heavy damage even though the field itself wasn't visable.
I'll upload it in the next few days.

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