Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
52 user(s) are online (28 user(s) are browsing Forum)

Members: 0
Guests: 52

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +30€

Current balance: -190€
(last updated 04/2017)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 28 users playing Freelancer on 39 servers.
September. 21, 2017
The Starport Forum Index > All Posts (F!R)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 35 »


Re: Can't load autosave.
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
I'd assume, loading the autosave would crash your game.

The reason might be, that the map / visit data in your autosave is different, from the status in your game.

A possible work around might be to keep you char in a system you don't change.

Posted on: 4/20 6:43
Open in new window
Top
Topic | Forum


Re: Dev's Limit Breaking 101 Techniques
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
.... just an experience thrown in:

If you got very expensive ships + equipment parts,
price variants can make up fantastic trading possibilities.

Once I had to wonder, how fast all those pilot suddenly got real rich.

Posted on: 2/15 7:49
Open in new window
Top
Topic | Forum


Re: Elite Dangerous
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
Recently I found a interesting note about a voice controled Elite Dangerous Ship Assistant

=> here.

Might be some fun for those playing it.


Posted on: 1/15 8:42
Open in new window
Top
Topic | Forum


Re: FLCN V 2.0 Applications
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
... after the website went down, I added the FLCN to the forum

=> WTS World CCN

Posted on: 2016/5/2 6:51
Open in new window
Top
Topic | Forum


Re: constant_power_draw
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
If something should effect power, it should be listed in the ship's
"shield_link = ...." entry in shiparch.ini.

The additional things I wanted to have positive or negative
power draw are defined as shields anyway.

Didn't try this for weapon hardpoints.

Posted on: 2015/9/17 7:23
Open in new window
Top
Topic | Forum


Re: Suche erfahrene Modder und Scripter für eigenen Communityserver
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
Quote:

kimahri wrote:
Es gibt keinen mod der den Inhalt von freelancer wirklich sinnvoll erweitert bzw ergänzt!


Na da stellst Du aber den "erfahrenen Moddern",
die Dir Dein Wunsch-Mod zusammen basteln sollen,
ein ziemliches Armutszeugnis aus.
Noch dazu mit "!".


Nicht sehr dipolmatisch - äußerst zurückhaltend gesagt.
Sowas wird kaum jemanden motivieren, mit Dir zusammenzuarbeiten.
Wobei - arbeiten sollen ja die anderen.

Posted on: 2014/10/14 19:01
Open in new window
Top
Topic | Forum


Re: Suche erfahrene Modder und Scripter für eigenen Communityserver
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
Skotty hat das doch ganz gut und ganz nett auf den Punkt gebracht.

Die einfache Frage:
Warum sollte jemand Dir das Mod basteln, daß Du Dir vorstellst?

Der tut sich doch im Zweifel viel leichter, sich ein Mod zu bauen,
wie er es sich selbst vorstellt.


Posted on: 2014/10/4 8:25
Open in new window
Top
Topic | Forum


Re: Plugin request for "SPECIAL-EVENTS"
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
You could try to use CheatersDeath additionally.


Posted on: 2014/7/3 8:41
Open in new window
Top
Topic | Forum


Re: loot mod only goods and other but NO ammo
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
To make something 'not lootable' is no problem.

The problem is, to have the player loose items (ammo, unmounted equipment, cargo) principally,
but not to loose specific items (say ammo or a special token used for other features, as unlocking a gate).

Posted on: 2014/6/22 8:15
Open in new window
Top
Topic | Forum


Re: loot mod only goods and other but NO ammo
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
Quote:
...
We want a loot for all the ship in the game which when a player is killed , he lose in space goods and other but not the ammo ...


Any news?
Maybe a plugin, for those items, which should not be lost?

Posted on: 2014/6/20 7:40
Open in new window
Top
Topic | Forum


Re: Creating A Freelancer Multiplayer Server
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
It's a bit annoying, but ...

#1
To run a server you do NOT need FlHook
This is basically a server side extension, which
gives additional (modding) features and
needs some setup (while there is no ready package
you can easily add atm afaik)

#2
To run a server you do NOT need the FreelancerModManager
This one you only need to add modifications.

#3
The DS Account Manager is a tool for server administration
which is pretty specific aiming @ the Discovery mod.
I d personally use the IONCROSS server operator
for server side administration, cause it's pretty simple.
Anyway I did NOT use it to keep the server up and running.

#4
To keep the server up + running I d use the
DS Account Proc Manager.
This one is pretty simple, self explaining and stable
and the only one you really need, if you don't want to fool with your player data.

#5
Be sure to update your server to ver. 1.1

#6
Use WinXP (or older server OS).

#7
To make your server show in the global server list,
you want to add the Global Server Workaround.

And if you want to start a modded server, I d guess your
plainest choice would be to use the Discovery pack as suggested before.

PS.
#4 needs to be DS Proc Manager (TY 4 correction FF)

Posted on: 2014/6/9 6:50

Edited by F!R on 2014/6/10 5:56:49
Open in new window
Top
Topic | Forum


Re: Ships getting stuck at HpDockPointA02 on jump gates
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
You can try to check / change those:

- the SUR file of your new gate
(should a good part away even from the dockpoints)

- orientation of the 3 docking points
(if one of the points into an other direction, this might cause issues)

- the distance between the docking points
(having bigger ships, it might be a good idea, to have bigger distances - say 0,0,0 - 0,0,250 - 0,0,500 instead of 0,0,0 - 0,0,50 - 0,0,100)

- raise 'docking_sphere = jump, HpDockMountA, 300'
ot - say - 'docking_sphere = jump, HpDockMountA, 1000'

Additional you can try this with a different ship.
Handling settings, size of the ship's SUR file will effect docking.

Posted on: 2014/4/27 7:09
Open in new window
Top
Topic | Forum


Re: Fixing errors found by FL Error Checker
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
Additional I found it helpful to use

- the procmonitor

to see what is missing.

Set filter to freelancer.exe and be surprised.

Posted on: 2014/3/23 7:25
Open in new window
Top
Topic | Forum


Re: Fixing errors found by FL Error Checker
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
That's referring to

Quote:
[NPCShipArch]
nickname = ....
loadout = ....
level = d1


and it was found, that there will be random crashes,
if your 'npc_ship' are not in ascending order in [FactionProps].

Besides the errorchecker starts with an default of 9,000 errors.
I m used to set this to 90,000.
Open in new window
Maybe try this m8 and find some xtra errors.
Open in new window

Posted on: 2014/3/19 7:42
Open in new window
Top
Topic | Forum


Re: Offset requests - ship spinning & docking speed
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
Quote:


I don't think this will work very good with the FlHook versions
beyond the 196.

And for the v.196 I d recommend to use the
recompiled plugins from this thread:
2.0.0 Plugins/KosAcid Projects/Plugin Ports

Btw
- would be cool, if someone would recompile those once more,
to meet the latest FlHook version.

Posted on: 2014/3/10 6:49
Open in new window
Top
Topic | Forum



Top Top
(1) 2 3 4 ... 35 »



[Advanced Search]