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Problems with running mods

Here you can get help with applying those different MODifications for Freelancer

Post Sat Jun 05, 2004 5:09 pm

Problems with running mods

I only install mods on my server, on the server, I have fl 1.0, fl sdk 1.3, and flmm 1.3 installed. I can use flmm to activate mods and start server.

On my client computer, i start game, make a new char and enter game. It's all fine I can get into a base but as soon as I try to launch, my client will crash. What's wrong? Should I install the mod on my client too?

Post Sat Jun 05, 2004 6:22 pm

So are you using two computers or one?

I am just a worthless liar,
I am just an imbecile,
I will only complicate you,
Trust in me and fall as well.

Post Sat Jun 05, 2004 6:43 pm

2 computers

Post Sat Jun 05, 2004 9:18 pm

Well, unless they were server-side mods(and I'm assuming you want to play on your own server) you need to install the mods on the client.

I am just a worthless liar,
I am just an imbecile,
I will only complicate you,
Trust in me and fall as well.

Post Sat Jun 05, 2004 9:30 pm

@fisch: Sounds like you know something about this and I've been wondering so I'll ask. What is it that makes a server side mod? ie What can't be included in a mod for a server that wants to be able to allow clients without the mod to play?

Post Sat Jun 05, 2004 9:45 pm

Any mods that alter ship specifications, add custom ships, add or alter commodities, add or alter systems and add or alter weapons will be mods that require a client to have them before playing on a server.

Any mods that change things like patrol paths for the AI, or add AI ships to an area are server side. Basically if you leave the original specifications of stuff as it is, i.e ships and weapons, it will be server side.

I am just a worthless liar,
I am just an imbecile,
I will only complicate you,
Trust in me and fall as well.

Edited by - fisch on 6/5/2004 10:46:15 PM

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