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    i have been running a lan server

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    rsabatino
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    i have been running a lan server

    Post by rsabatino on Tue Jul 06, 2010 11:11 am

    i have been running a lan server from my windows 7 computer. i am working on a mod for vanilla freelancer servers. i had to do a couple of redos and had to take some things out. there will be no battleships they were causing to many conflicts. the only area with nomad and order fighting it out is the unknown space primus and gammu. most everything is ready for the mod to be releaced. i am going to try some things from why485 if they dont work tonight i wont put them in the mod. all ship loadouts are done ships have goods on them i will change the starting ship. i dont like the rhino. i am using the vanilla mod starter pack by dwnUnder.


    Vanilla Mod Starter Pack by DwnUndr, May 2010.
    Please include this unaltered text file in your mod release so the credits are given properly. Create a separate text file for your own credits.
    You may remove the other text files in the root directory that start with DWN_ to a safe place on your hardrive and add to them for your modding ease.

    This Pack is intended to help with the hardest part of creating your own mod, starting from nearly scratch with no current errors.

    What resources are built into this Pack?
    The official 1.1 server patch by Microsoft
    Quickfix 1.0c by =EOA=Louva-Deus
    No-CD exe
    Aldebarans Modular Station Resource One and Two
    Thousands of additional fixes beyond the above patches and tens of thousands of syntax and whitespace corrections.
    Please note that I have not gone through every single vanilla ini to fix syntax and whitespace, only the ones I used in the UnderVerse (reverse engineered for this Starter Pack).
    Gibbon's Rapier Gun and Tizona effects fix
    FlyByU's Ew02 and Ew06 hole fixes
    3.1 Mod version number for this Vanilla Mod Starter Pack. See below on how to change this before you release a mod!
    The newest known Hardware update pack
    The Global Server Workaround v1.0 by w0d4a
    StarArch fixes (from a post on the old TLR board, author unknown)
    Three dlls from 'Empty DLL' made by Giskard. I used the first DLL for name and info cards, the second for commodities and the third for weapons and ships. Choose the method that works best for you. From the tutorials you will notice that many things NEED to be added to the original vanilla DLLs or they will not function properly.
    There are some additional text files in the root folder for your enjoyment Wink
    Sur fixes for Aldebarans stations, by Mirkha

    What things exist in this Starter Pack?
    Pure vanilla, all original systems are still here and the singleplayer campaign works.
    The start ship has been changed to the Rhino so you can see where and how to change it.

    ---------------------
    Miscellaneous questions and answers:

    Please note that you can NOT join a vanilla 1.0 server with this mod! Don't even try! There have been too many changes. This Pack begins with verison 3.1.

    Eh? What do you mean by vanilla, TCM, singleplayer, Open Singleplayer and Sytax errors?
    Vanilla: The original game without any modifications.
    TCM: Total Conversion Mod (removing all original systems etc).
    Singleplayer: Juni, King, the Hovis racetrack etc.
    Open Singleplayer: Starting a mod by yourself without going online and joining a server. You will start in the normal start place and can explore the mod alone.
    Syntax errors: vanilla entry: DA_archetype = equipment\models\pilot\ship_pilot.3db, this should be DA_archetype = EQUIPMENT\MODELS\PILOT\ship_pilot.3db to match the capitolization.

    How do I use Open SinglePlayer?
    For this Vanilla Starter Pack OSP has not been added (or the singleplayer campaign would not function).

    What FLMM version should I use?
    Always use Freelancer Mod Manager version 1.3 as the 1.4 and 1.5 versions have many problems that you don't want.

    Is there a limit to the size of a mod that FLMM can handle?
    Contrary to what I was told when I asked this question years ago, I have found no limits. It is a great program and easily handles the UnderVerse at 294mb.

    Should I place my changes in the mod files themselves or should I use scripting?
    Entirely your choice but once a mod gets too large you will have an extremely hard time finding an error if you used scripting. Use it if you must but I would recommend it only for small mods or if you are giving players options as they install.

    How do I keep my new mod constantly error free?
    First, please note the proper procedure you should follow before running any error checkers or making a test run in your mod. Deactivate all mods, restore all backups. Delete the contents of the Singleplayer and Multiplayer folders in your Accts folder. Start with a fresh Freelancer folder (delete and reinstall or delete and copy from your prepared backup). Since most of the checkers are unable to un-bini vanilla files enmasse, now run Quickfix 1.0c. Now you are ready to activate your mod and test it.
    I used four error checking programs and you should do this before each release.
    Note that the error checkers are only as good as what the authors programmed into them and each author had a different area that they concentrated on.
    For instance Datastorm finds things that none of the other programs do. FLIA concentrates heavily on the singleplayer aspect. FLScan has a built-in path generator which should be good enough for basic mods. If you get larger use the newer Path Utility by Chips. FLEC has gone way beyond and helps to correct many other areas.
    Here are the utilities:
    Datastorm by SE_HellFire
    FLEC (Freelancer Error Checker by Lancer Solurus)
    FLIA (Freelancer INI Analyzer) by Bluecat
    FLScan by Accushot
    While not really a utility, check your flspew after each test as it will often show errors. Ignore the following as no one that I know has ever solved them:
    WARNING:General:set_gamma_function() called outside of create_buffers/destroy_buffers
    WARNING: Failed to get start location
    WARNING:General: DA SYSTEM: trailing references
    Also, read your Console for errors. With FLServer running, click 'View' and then 'Console'. Any RED lines must be corrected!

    This Starter Pack is now error free by these utilities except for some minor items...
    1) Two values in vignetteParams.ini, no one can say they are wrong even though FLIA flags them as 'too many values' so I left them as is.
    2) All of the vanilla 'Voice message 2213849798 is invalid for voice 3073825485' type of errors. These are caused because your new bases, systems, ships, npcs etc don't have new wav files associated with them. Ignore these forever or create new ones.
    3) 'WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR'. This warning appears in the console and is from wreck looting.
    4) Some of the singleplayer campaign errors can't be removed and have the campaign still function.

    Please note that if you use Freelancer Explorer it may introduce new errors and will certainly undo the whitespace corrections. New entries will have bad syntax.
    As a result of the way these checkers were programmed, there are hundreds of things you could do to your mod that crashes it and no error checker will point out your mistake. Save your mod often and under a new name every few days so you can go back to pre-crash.

    Where can I get additional modding information?
    http://FreelancerCommunity.net
    http://the-starport.net
    http://digitalbrilliance.com
    http://www.the-starport.net/archive/ (the old archive from Lancers Reactor)
    http://eoa.seriouszone.com/news.php

    What has not been totally converted or added?
    Various exe hacks to enhance the game (like extended scanning ranges, launch voices etc).

    What should I constantly update to prevent crashes?
    System paths! These are the three _path.ini files in your Universe folder. Every time you add a new system and/or a new jumphole or jumpgate you MUST update the paths or you will CTD when you set a waypoint.

    What are the ways to host my mod?
    The most common server operator program is Ioncross mk.V.1
    Additional treats can be gained by using FLHook or FLAC

    How do I make my own unique mod version number?
    First visit http://FreelancerCommunity.net and look through the list of already reserved numbers under the Forum called 'Mod Version Number Reserve List', then request your own there.
    Use Reshacker to modify your numbers into the freelancer.exe and flserver.exe
    This Starter Pack comes with version 3.1, you NEED to change this before releasing your mod to keep it unique!

    Where can I advertise my mod to attract players?
    http://FreelancerCommunity.net (you will be given moderator rights to your own forum)
    http://the-starport.net
    http://digitalbrilliance.com
    http://www.moddb.com

    Where can I view existing servers and their stats?
    http://downloads.ripteam.com/soup/FLC%20Stats/
    http://www.flserver.de/
    http://www.cryosphere.f2s.com/Freelancer/globalstats.html/

    Credits (you should include these in your mod release as well):
    [RIP]DwnUndr for this Starter Pack
    **Aldebarans Modular Station Resource One and II** Thanks to Aldebaran and the Freeworlds Development Team for providing this incredible resource! Visit them at http://www.phpbber.com/phpbb/index.php?mforum=fwt
    =EOA=Louva-Deus for the QuickFix 1.0c
    StarTrader for his fixes for voice error messages
    Buck Danny for his sound archetype fixes
    w0dk4 for the Global Server Workaround
    Lancer Solurus for FLEC (Freelancer Error Checker)
    SE_HellFire for Datastorm
    Bluecat for FLIA (Freelancer INI Analyzer)
    Accushot for FLScan
    Mirkha for Sur fixes for Aldebarans stations
    Rasauul for some campaign fixes
    Microsoft and Digital Anvil for this wonderful game!

    © 2003 Microsoft Corporation. All rights reserved. Microsoft, Digital Anvil, DirectX, Freelancer, the Microsoft logo, the Microsoft Games Studio logo, the .Net logo, Windows, and Windows NT are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.

    -=-=-=-=-=-=-=-=-=-=-

    DwnUndr
    http://ripteam.com
    http://FreelancerCommunity.net
    http://UnderVerse.us
    dwnundr@ripteam.com



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    rsabatino
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    Re: i have been running a lan server

    Post by rsabatino on Fri Jul 09, 2010 8:03 am

    well the mod is done looking for a beta server.


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    [UW]HunterKiller

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    Re: i have been running a lan server

    Post by [UW]HunterKiller on Fri Jul 09, 2010 11:41 am

    You can't run one? I thought I saw at least 3 of them on the Most Active List?

    I'm thinking of setting up a server in the next few weeks but I may do it sooner for testing. I'll let you know. It's going to be hard to find someone to Beta test a mod. Most everyone that's running a server don't want to run something for someone else.

    I'll see what I can do in the next week or so.


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    Freelancer 11 years old and still playing the game.

    rsabatino
    Admin

    Number of posts : 248
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    Re: i have been running a lan server

    Post by rsabatino on Fri Jul 09, 2010 8:30 pm

    the computer i used to the srver on is toast. i am useing windows 7 so thats something else. i can use cheaters death lite that works pretty good. but you do any changes to a player if he is in the game ie send him somewhere else i tried that because of write protection on my hard drive.


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    remember if buy anything from evga register it with my promo code thanks

    rsabatino
    Admin

    Number of posts : 248
    Age : 53
    Location : belvidere new jersey
    Job/hobbies : electronics salesman
    Humor : whats that?
    Points : 526
    Reputation : 9
    Registration date : 2008-12-23

    Re: i have been running a lan server

    Post by rsabatino on Sat Jul 10, 2010 9:27 am

    http://www.moddb.com/mods/freelancer-vanilla-server-mod the vanilla server mod freelancer vanilla server mod


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