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There are currently 41 users playing Freelancer on 42 servers.
September. 21, 2023

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Re: Failed to make connection to list server
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it's still not working for me because the gls_workaround.txt file doesn't update unless I copy the info in manually.
The next time I restart FL the list is blank again.
Been going on for a while now. The only server that shows up is my server on the LAN.

[ListServer]
;;;hostname = localhost ;Your local machine
;;;hostname = FLListServer2.dns.corp.microsoft.com ;GUN server in Austin
;;;hostname = 131.107.135.190 ;GUN server in Redmond
;;;hostname = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry)
hostname = gun.fllistserver.com ;GUN server provided by www.fllistserver.com
port = 2300


from gls_workaround.ini
[Settings]
ListServerHostname=gun.fllistserver.com
ServerListURL=http://www.freelancerserver.de/serverips.txt

from gls_workaround.txt
Oh yeah, right... there's nothing there.

And yes, port 2300 is open, after all that's what's used to connect to the server. Both TCP and UDP are open in both directions.


Posted on: 9/9 1:02
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Failed to make connection to list server

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No prob! Btw if you have discord, we're more active on there currently: https://the-starport.net/discord

Posted on: 9/8 11:41
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Re: Failed to make connection to list server
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Quote:

Raikkonen wrote:
It is up and working. Have you updated your freelancer.ini to point to the new list server?

In order to install it, you must browse to your Freelancer executable folder, usually found under C:\Program Files\Microsoft Games\Freelancer\EXE. From there, locate "Freelancer.ini" and open it up in a plain-text editor.
You'll find the following line:

hostname = fllistserver.zone.msn.com ; GUN server in Redmond (DNS entry)

Replace that line with the following lines:

;hostname = fllistserver.zone.msn.com ; GUN server in Redmond (DNS entry)
hostname = gun.fllistserver.com ; www.fllistserver.com


Ty so much, didnt catch that in my search so im really happy. Thanks a bunch. works as a charm!

Kind regards Gnaupot.

Posted on: 9/8 11:09
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Re: Failed to make connection to list server

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It is up and working. Have you updated your freelancer.ini to point to the new list server?

In order to install it, you must browse to your Freelancer executable folder, usually found under C:\Program Files\Microsoft Games\Freelancer\EXE. From there, locate "Freelancer.ini" and open it up in a plain-text editor.
You'll find the following line:

hostname = fllistserver.zone.msn.com ; GUN server in Redmond (DNS entry)

Replace that line with the following lines:

;hostname = fllistserver.zone.msn.com ; GUN server in Redmond (DNS entry)
hostname = gun.fllistserver.com ; www.fllistserver.com

Posted on: 9/8 10:47
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Re: Failed to make connection to list server
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Hi i have read up on this topic and found i suffer the same issue. did the server never get up again? is anyone else have the "Failed to make connection to list server" continuing lines in console log. I do not see furter writings after 2021 and if that means it has been dead since i am affraid its propper dead???

Kind regards Gnaupot

Posted on: 9/8 9:56
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Re: Hello!
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Quote:

Dilet wrote:
Hello everyone, I'm Dilet, pleased to meet you all! I came here from the Galaxy on Fire series, which many likened to "Freelancer but mobile." Now that I've got an actual PC, a mouse, keyboard, and a monitor, I'm here to see what the community and multiplayer is like.


Hi, welcome to the community.
I am also new here my name is Siveston Martin and I am from Miami.

Posted on: 8/21 14:31
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Re: (@Adoxa) EngClass: parenting Power Plants / Engines to ship parts (CollisionGroups)
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We're currently using a negative power draw shield generator as a workaround, yes. It's not elegant and a little bit unintuitive for players, as they'll get the audio notification "Shield Destroyed" when the collision group bites the dust. Doesn't help that a major other collision group governs the actual shield of these ships, making it so players may get confused and think they lost their actual shield when instead they lost a portion of their powercore recharge.

Posted on: 8/21 0:52
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Re: (@Adoxa) EngClass: parenting Power Plants / Engines to ship parts (CollisionGroups)

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There are other implications from using shield draw as a power management mechanic. If any code or hooks looks at powercores for capacity and related stats, they now need to consider that shields can remove negative power - which I assume this something most people do not consider in their calculations.

Posted on: 8/20 14:54
Way too ambitious for his own good.
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Re: (@Adoxa) EngClass: parenting Power Plants / Engines to ship parts (CollisionGroups)
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My solution - attach shieldgen with constant power draw to your collision group. Power effect of this shieldgen will be deactivated after loosing of collision group.

Main problem for me - it's working for ship at once. You need to buy shieldgen again after repair of collision group.

I did this trick in my survival mission. At the start of mission you have limited power. After N seconds you'll got full power of your ship.

Posted on: 8/20 14:29
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Re: (@Adoxa) EngClass: parenting Power Plants / Engines to ship parts (CollisionGroups)
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Alright, I have a new request as I've learned linked_equip in CollisionGroups can be used to damage types of equipment on CollisionGroup destruction, including the "Power" type.

Would it be possible to make the game read and "respect" hit_pts for "power"-type equipment? That way, doing a specific amount of damage could destroy a specific piece of equipment while not destroying the main powerplant. Right now, doing any damage at all to "power" objects destroys every powerplant present on the ship.

Posted on: 8/18 13:33
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Re: Mod not activating with FLMM
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Thank you for responding, in the meantime I found a way to fix my little problem.

In fact, the Freelancer version I found on an abandonware site (since my original CD version didn't want to work at all on win 10) had a built-in FLMM, version 2.0. I tried to reinstall an older version I still had in my archive file on my computer (version 1.3) and copy-pasted the mods in the corresponding folder of the old version... and the Just For Fun mod 3.0 worked like a charm, like all the other mods.

Anyway, thanks again for responding to this post, feel free to delete or close it since the problem is solved

Posted on: 8/16 22:57
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Re: Mod not activating with FLMM
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If the mod is a scripted mod then it looks for specific text strings in the game files and if it doesn't find them will fail to activate. So, if you're using the wrong ini files you'll have problems. The mod, if it's well written and documented should let you know which SDK or file updates it's written for.
Most use Adoxa's JFLP files or the original vanilla game files to run.

If the mod is set up to just replace existing ini files with the modded files it should work unless the destination files are protected in some way.


Posted on: 8/11 17:52
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Mod not activating with FLMM
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You say you've added an SDK of some kind. That might have changed something in the files

Posted on: 8/10 7:16
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Mod not activating with FLMM
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Hello there, new to the forum and I hope this is the right section to post this,

I recently felt like replaying Freelancer after a (very) long time and decided to reinstall it since my old install was not functional anymore.

Everything went smoothly until I tried to activate the "Just For Fun 3.0" mod, I end up getting an error and the mod doesn't activate.

The error message is as follows :

Error: FLMM has determined that 'Just for Fun Mod V 3.0' won't properly activate.
Error: Solar.xml:410: Unable to find dest 'docking_sphere = berth, HpDockMountA, 2, Sc_open bay' in 'D:\Freelancer\Jeu\Freelancer\DATA\SOLAR\solararch.ini'.

If anyone knows how to fix this, I thank you in advance.

Note : I already tried the "standard" steps I could find online (uninstalling Freelancer and deleting all files, reinstalling the game, the SDK and everything) and it did't work.

Posted on: 8/9 0:08
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Re: Space Battleship Yamato/Star Blazers mod wanted

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2014/9/28 23:25
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PMs on the site don't seem to be working for me. I don't have anything in my outbox despite selecting stuff to go there. When I send a PM a black box shows up with the link to close the window, and when I do so, no PM is sent.

Posted on: 7/31 9:02
I am DRAGONKYN! HEAR ME ROAR!!!
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