Posts by darkwraith007

    I wasn't going to respond to this because it is very blatantly wrong, but ok I'll bite. Just for a bit of nostalgia, hmm?


    Let's start with the first mission of the game. You leave Liberty and you're like oh wow everything is cool scripts are going on. After the first fight you're told to dock with the tradelane. You remove all the 'fail' triggers so you can basically zoom off whereever and do what you want right? NOPE!


    As someone who's modded FL, you should know by now that almost everything you said was a strawman, a fabrication to prop up your point without any actual substance.


    If you refuse to dock with the tradelane, King does a few messages and insults you. Fine, that's cool you fly off and try to dock with another station. What's this? DOCK NOT ALLOWED. Dock denied! Ok what about here? Nope, same thing. Every single place in all of Liberty won't let you dock during a mission unless the mission specifically allows you to do so.


    You might be able to dock with another trade lane and zoom off but there's no real point. The most you can do to 'break' the mission would be to fly off the beaten path and get your wingman (King) destroyed somehow (if you didn't make him invulnerable) by some tough enemies by leaving him alone to fight them and not helping him. You'd have to actively do your best to kill him off and even then it takes a while. Not something that can be done on accident that easily. You can go explore nearly all of liberty (except a certain minefield area) but you can't go to any other systems nor dock with anything else.


    Sometimes yes, on some missions later on you might be able to jump to another system to 'break' the mission. Wingmen will generally follow you even after you run off until they die. They don't 'despawn' and never have (from what I've seen) so I'd need to see it for myself to believe that bit. We aren't really talking about running off and purposefully trying to 'break' the missions. That's what save games are for anyways. Just talking about removing some automatic fail conditions, making mission critical NPCs invulnerable, making mission-optional NPCs hardened (maybe not invulnerable because need some challenge I suppose), and that way the player is focused more on their own survival without having an autofail happen because some NPC wasn't durable enough to withstand the entire focused enemy squad fire.


    Again using the first mission as an example. One of the early bonus objectives will still work even if the autofail timed trigger is deleted/disabled. CrossFire made the ENTIRE game more difficult yet the timers stayed the same length from vanilla. They weren't adjusted to account for this.


    The thing is that as I've said I've already done the work many years ago (as of 2019 actually I finished it) so I ended up doing a 'difference comparison' between the newest CrossFire 2.1 files and my old archived ones from pre-2.0 and the campaign missions were more or less identical aside from some minor changes here and there. At this point, it seems a bit odd to outright refuse to even consider having someone (anyone) of your followers willing to play through the campaign from scratch and test things out as to how they are and how buggy (or not) they can be. Ask for a volunteer. That's what your super friendly awesome community here (that you love to repeatedly praise) wants to do!

    *snip*

    I must be a borderline GENIUS if I could do what the actual dev/creator SWAT couldn't do! Holy cow!


    Gonna quote myself I suppose. This is from January 2018 at the time so it will have been 5 years as of January 2023.



    Having actually tested out this change, I've confirmed it literally does NOTHING to affect multiplayer. Doesn't require editing NPCs, factions, ships, weapon damage, shield modifiers, or anything that would be core to the actual mod itself. It only makes the single-player missions a bit easier to complete (or actually possible to complete given that NPC escorts die too easily).


    It would be far better if the entire storyline was played from start to finish to make certain it can be completed without needing 'gamer' reflexes to do so.

    As I recall, the vanilla campaign was kinda crazy near the end and even the official strategy guide recommended 'hiding behind cover' to regenerate shields and save the recovery items for active use in-combat. The 'god mode' cheat is well-known, but that alone doesn't exactly protect NPCs as well as it does the main player character.


    This is less of a problem of 'the player is not good enough and keeps dying' and more a problem of 'the npcs are not good enough to survive long enough for a standard fight and protection by the player to prevent their death'. Single player NPCs can be found quite easily in the mission files and adjusted as needed. Since single-player missions are segregated from the multiplayer (by the original game design) then it helps quite a bit in this regard.


    Anyone who wants to play multiplayer likely has already completed the single player story and is already familiar with the systems and various factions within. There's a clear line between 'I want to make single-player possible to complete due to physical situations out of my control' and 'I feel the game's multiplayer is too difficult'. This is the former, not the latter.


    I do sincerely hope that I don't feel the need to wait another 5 years to post only to find out that the SWAT admin is still as stubborn as a rock about this. Oh whelp. Maybe this time you won't delete my post.


    all i asked, if it is maybe possible to add an option to make the shield regenaration in SINGLE PLAYER a bit more balanced for old folks that have not the reflexes to enjoy some story missions anymore because of their old age handicap. as example, it is frustrating as hell if i see myself failing that mission 10 times every day since a week where you have to protect these 2 transport ships with artifacts and there always are at last 2 enemies alive at the time these transporters got both destroyed...

    i would even wait for next year christmas if the chance for such an option would be possible but would have low priority to get be done. so please give an honestly answer. can such option for single player be done, or should i stop trying to play the story again with this mod and go back to original game for that


    After reading these posts, and first up. Respect other players, and there individual situations. Respectfully !!! I am also well up the age bracket. Have had no problems with the mod as it is at the present and future updates.Set backs "yes". :patsch: But overcame them and moved on. To me its like life, and how you handle its challenges that appear in front of you. For me, is exactly why i have been here a long time. The mod is a great test to mentality and physical reactions. Everything has a possible outcome. Just depends on your determination to get there. :thankyou:


    I agree with this request, my problem is being 82 and slow reflex. Those who have comments about us old guys , I say, Just stick around, someday you will understand.

    Now back to my problem, I can't beat Hovis, no problem several years ago. Any suggestion will be appreciated. i want to go further into game but "thanks to Hovis and slow reflexes, I'm stuck...


    I'm dismayed and disturbed that there is such a hostile attitude towards those who want to adjust the SINGLE PLAYER experience to suit their needs. It is one thing to say this is a 'friendly' community but another to outright belittle those who have committed no crime other than being older than you are. What a shame.
    Yes, some older players can adjust and 'learn' how to play despite their age, but for others it becomes an 'altability' issue where they may be unable to do things the way the rest of you do but could still accomplish the same objectives using alternate means.


    I would think that SWAT-OP the admin wouldn't have forgotten that I'd posted about this VERY issue oh so many years ago. How the single player was janked-up and how 'protect this NPC' missions were nearly-impossible to complete due to said NPCs not having the 'stats' required (health/shielding/durability) to withstand the beefed-up AI and damage numbers from the CrossFire modded weaponry.


    There's nothing wrong with offering an alternative, especially since they are asking for changes exclusive to single player. This would be a meaningful update that anyone could do as it just involves editing single-player-exclusive text files (the 'campaign' files in particular).

    There are many ways to do it but just a few:
    -remove all auto-fail conditions
    -make mission-critical npcs invincible; these are the ones that would cause an auto-fail if they die

    -make mission-optional npcs/objectives have 10x the shielding/durability that they currently do; these are the ones that give a bonus or 'better' outcome if they survive

    -have someone actually play the campaign (as of Sept 2022) from start to finish and to record the gameplay in a livestream while they do so; fix every 'show stopper' bug that comes up


    I've already done both of those first two points just on my own; I'd only need to do the 3rd one and I'd be done. But it isn't my place to tell anyone how to run their mod/community. If his royal highness SWAT admin would graciously permit this lowly pleb to post the updated files, I wouldn't mind doing so. To remain so stubborn after so many years would be a disservice to this community IMHO.


    Good day to you all.

    You can block the launcher from accessing the internet via a Windows Firewall rule if you need to only play single-player or do some testing of things.

    However, this prevents any updates or dynamic economy from taking effect.


    For the purposes of troubleshooting it may be worthwhile to attempt this approach, especially considering many of the forced-use default files are suboptimal and lack 'large address aware' capability.

    Problem:

    This Dallas Container Wreck is 'embedded' inside a rock or other structure (compared to Vanilla where it was free-floating) which makes it nearly impossible to destroy to obtain the items inside.


    How it looks in Vanilla FL (images courtesy Cellulanus#3004 on Discord):

    r4nthyp.jpg
    ht70zbe.jpg


    How it looks modded in CrossFire:
    dpxidrq.png

    jw29gci.png

    tzjds7f.png


    The extra 'dark' environmental effects only make it more difficult to see in screenshots.


    SolutIon:

    I modified the positional values on my system (single-player) and it was now lootable. The wreck is still as difficult and it is still partially-embedded in a rock-like structure but it is now lootable in any ship with even a single weapon of any type without needing to waste valuable time in a radioactive area.


    File Affected:

    DATA\UNIVERSE\SYSTEMS\LI04\Li04.ini


    Old values:

    [Object]

    nickname = Li04_depot_superconductors_surprise

    ids_name = 261713

    pos = -44985, -39, 40579

    rotate = -30, 0, 0

    archetype = surprise_superconductors

    visit = 16

    ids_info = 66464

    behavior = NOTHING


    New fixed values:

    [Object]

    nickname = Li04_depot_superconductors_surprise

    ids_name = 261713

    pos = -44975, -29, 40569

    rotate = -30, 0, 0

    archetype = surprise_superconductors

    visit = 16

    ids_info = 66464

    behavior = NOTHING


    If this could be made baseline as part of the next update then that would be appreciated.

    I'm not sure you know what I've been referring to. I'm talking about the 'GPL.txt.txt' file located in the Freelancer\EXE folder.
    I haven't found any references to what items are under the GPL and I was wondering which items were under GPL rather than under 'All Rights Reserved'.
    The way the GPL works is that GPL'd material guarantees certain rights to all those who receive such material, including the right to request the modified source code (if any modifications were done) for the GPL'd software.


    For example, I saw the zlib.dll being used but I don't see the zlib license incorporated anywhere in the mod or documentation for said mod.
    zlib License


    You didn't create the zlib library nor can you claim copyright over it.


    I've also noticed you use 'libcurl' and again neglect to provide the proper notification/documentation required by the license.
    curl - copyright


    So if you want to use all this free and open-source software, the bare-minimum you could do is follow the license terms and make sure your readme files and documentation is in order.
    I am fairly aware of the Linux community and leechers are not cool. People have been taken to court for GPL and other license violations so don't think for a moment that you're in the clear until you remedy the situation. Declare which pieces of software (libraries and code) are GPL'd and provide the proper license terms/files as required in the base mod distribution. A simple 'docs' folder with all the relevant readme and source code files would suffice (as needed depending on the licensing terms for said software).


    I did notice you included a few scattered ReadMes for certain ship files, yet when it comes to GPL'd software you don't seem to care. What a shame.

    Glad to see that you got the AMD patch worked out: The Starport - A Freelancer Game Fansite :: AMD Card Users May SUFFER No More! (LowRes Texture Fix!) [Forum - Freelancer Discussion]
    Just realize that a lot of the stuff you're using for CrossFire is under GPLv3 and LGPL v2.1
    Meaning if you publicly distribute modifications to the files (which you are) then the source code for those modifications should be made available to the public.
    Also might want to update your Licensing and ReadMes to account for it, since you aren't permitted to prohibit modification of GPL'd software/libraries.


    I can handle the CrossFire challenge just fine. However since the FL storyline requires escort missions (and multiple chains of them) then protecting the others is part of that hassle. In EVERY video game, escort missions are seen with disdain by most gamers because of how braindead the AI can be and how it suicides to run ahead and get themselves purposefully hurt.


    In other words, like trying to herd cats but if any of the cats die you instantly fail and have to start the mission over from the last autosave.
    As a quick example, there's an NPC in New York early on (Prison Ship) being attacked by at least 3 enemy Rogues. It is quite easy to lose track of that NPC's health and have them explode while you fail the mission no matter how 'fast' or 'good' you are. I know that I attempted this at least 6+ times before throwing my hands up in frustration and turning to manually finding the NPC's code in the INI files and just making them invulnerable. This way, I could focus on my own survival against the enemy instead of worrying about braindead AI that dies at the drop of a hat.


    CrossFire has good AI. But it isn't as good/hard as 88Flak's bots. 88Flak is absolutely amazing with how their bots on 'Hard' mode are so damn accurate that it would make even veteran CrossFire players thinking they were actually PvPing. I played the 'old' difficult of CrossFire v1.9 and I found it to be a nice middle-ground between too easy Vanilla and the 'hard' mode of 88Flak.


    If you want to learn real Freelancer combat, play 88Flak. But if you want to have fun and not die constantly then keep playing CrossFire ;)


    The difficulty adjustment only affects the player and not the NPCs that must be protected. If they die then you autofail and have to restart. The entire point that I was making is that the game is not HARD, just punishingly stupid with paper-thin escort NPCs that die too easily. I was recommending OP to beef up the allies and escort NPCs, not to nerf the enemies.
    The allies are not all that useful so it won't be too crazy to just make sure they don't die from 'sneezing too hard'.


    So to summarize my points:


    Allies and escort-critical NPCs die too easily due to the changes CrossFire made. Difficulty scale only affects the player and not the NPCs (since that is what it is supposed to do). The difficulty towards the player is fine, but since nearly every mission in the story involves escorts then those escorts and mission-critical allies should be either immune or significantly beefed-up to survive the encounters with enemy AI.
    The easy fix is to just make them invulnerable (mission-critical allies and escort NPCs) but the more in-depth fix is to give them NPC-only custom equipment/ships that can't be purchased/looted and that gives them much better shields/armor. If this change is made, then also consider nerfing the ally damage to make the player have to actually participate instead of hiding while the invulnerable allies do all the work.

    I debated significantly as to bother to post here after the friction I received about SP-based mission-fail corrections (since I had no desire to play MP at the time).
    The defaults have not been adjusted to account for the stronger enemies, better AI, and the lackluster equipment that most companions receive.


    If OP is still interested in fixing Crossfire SP (aka the reason most people still download this mod), then a quick fix would be to significantly increase the strength of non-critical NPCs (ones that don't autofail the mission) that you should be protecting.
    An additional fix would be to make mission-critical npcs (aka if they die you fail) to be immune or otherwise unkillable such as Juni, King, etc.


    Also didn't really help to tell people you could (and would) mess with their computers through the CrossFire launcher. I know how to use a firewall and just block the connections but others are not as fortunate and may have been wary of installing or keeping it installed.


    As far as CrossFire, the solution is simple.


    First, tell players to uninstall all the things, then run a 'cleanup' utility (that you make) to cleanup and backup registry entries and any residuals from Freelancer, Freelancer Mod Manager, and CrossFire itself. Anything possibly modified or altered or w/e by any previous CrossFire versions to boot. That gives a clean slate and a optional troubleshooting log that can be sent to you so you know the kinds of stuff that people left behind on their system. You could just make this as simple as a .BAT file if you really wanted to do so.


    Finally, have the players reinstall Vanilla Freelancer in %USERPROFILE% \ Freelancer
    By default, the user profile directory won't have any typical write-permission issues so it avoids a lot of hassles.
    Then provide instructions on how to configure FLMM defaults so they don't mess up things (aka don't enable write-protection in the FLMM menu even though it is off by default).
    Then provide instructions on how to configure FLMM to point to the new Freelancer install directory under %USERPROFILE% so that when activating the CrossFire mod, it works as intended.


    Also Win10 Creators Update 1709 has had known issues with many games. Do some testing (if not already done) with it and CrossFire.


    You likely already knew all this so I'm pointing out the obvious.
    I only wish you and your community would consider building your own space game like Freelancer already (mouse-based controls & movement) perhaps with GamePad support. Crowdfund it and point to CrossFire work and get it done already.

    If you happen to know my (old and obsolete) IP then congrats. A simple modem offline & reboot always gets me a new IP every time. Useless for you.
    If you happen to know my ISP and the (general) location near a major city, good luck with finding a needle in a haystack ;)


    Since you want to threaten me with malware, let's go tit for tat then.


    Whois swat-portal.com


    Registrar Abuse Contact Email: email@1and1.com
    Registrar Abuse Contact Phone: +1.8774612631


    Registrant Name: Chris Mascher
    Registrant Street: Erfurter Str. 30
    Registrant City: Gebesee
    Registrant Postal Code: 99189
    Registrant Country: DE
    Registrant Phone: +49.3620160642
    Tech Name: Hostmaster EINSUNDEINS
    Tech Organization: 1&1 Internet AG
    Tech Street: Brauerstr. 48
    Tech City: Karlsruhe
    Tech Postal Code: 76135
    Tech Country: DE
    Tech Phone: +49.7219600
    Tech Fax: +49.72191374248
    Tech Email: email@1und1.de
    Nameserver: ns55.1und1.de
    Nameserver: ns56.1und1.de
    DNSSEC: Unsigned


    That's quite a bit of info isn't it. Is it yours or the info of your hosting provider? I'm sure they'd love to seen screenshots of you threatening to sabotage the software on another user's computer because you don't like what they say (instead of you know, just deleting or editing the post on your forum that you don't like).


    And on top of that, no DNSSEC meaning your hosting provider and game server are highly vulnerable to both DDOS attacks and DNS Cache Poisoning.
    Trivial to do but I think you'd agree it isn't necessary to go that far.


    Speaking of 'sabotage', I wonder how you're gonna pull that off when I blocked your launcher from connecting:
    https://anony.ws/i/2016/03/05/FLCF-Offline.png


    It is amazing that all of this hassle and drama is because I had the horrible nerve to put a one-line blurb on how to remove annoying fail-triggers in the SP Campaign.
    Rather than just editing that part out and saying 'we dont post that stuff here' or something, you proceeded to throw around laughably bad and empty legal threats.


    So my final response to you is simple. You are a silly and pathetic little handbag-dog riding around as a bitch in another bitch's purse. Your yapping makes me laugh and if you try to come close then I will be more than happy to swiftly kick you in the face. Fuck off with the bullshit.





    For anyone else, if you know the admin of this server threatens users they don't like with malware via the launcher, you may want to think twice about playing on the MP server or doing any SP updates. You never know what kind of fucked up shit this kind of 'admin' may do.

    I enjoy hearing the 'nags' from King and Juni when I remove the fail states. There are several different nags that the player will never hear unless they do this tweak (which is unusual & awesome at the same time). :)


    I have the edited .ini files ready to go but need to confirm that it is ok to upload them here before doing so.

    --AutoFail Missions Removal--
    I'd love to see this become standard for the default CrossFire install, maybe for v2.1 perhaps
    I can upload my files here if it is permitted to do so.




    I removed all of the fail points including the 60-second timer failpoints if you don't immediately do something in a mission.
    I figured I'd share this tip since this only affects single player story missions and doesn't touch MP at all.


    Make sure the game & launcher are closed before doing this.


    Quote from DarkWraith007

    Go to this directory: C:\Program Files (x86)\Microsoft Games\Freelancer\DATA\MISSIONS
    Find any of the Mission Folders you want to edit.
    Open up the file "m##.ini" where ## is the mission number.
    Find anything that says "Act_ChangeState = FAIL" and delete the entire line that contains it.
    Do the same for "openspm##.ini" to match what you did in the actual mission file.
    Save and done.


    If things don't work out, grab a backup that is stored in the FLMM mods folder: C:\Program Files (x86)\Freelancer Mod Manager\mods\Freelancer 2 - Crossfire\DATA\MISSIONS


    In particular, doing this helps a lot when fighting off the remaining NPCs (since they last a lot longer than in Vanilla FL due to use of bats/bots).




    I have to say, one of the funniest things I heard/noticed were a group of 3 Junkers near Fort Bush trying to extort items from a DSE ship. DSE ship refused and then the Junkers got utterly obliterated. Rogues also seem really suicidal going near Manhattan without a care in the world.

    TLDR:
    --I would love to see pirate factions get cruisers/battleships/gunboats to take on the might of the House Systems; the plans are 'public' now so it should make sense.
    --AI constantly spawn inside minefields and run into minefields and run into planets. Suiciding NPCs is funny but gets old after awhile and breaks immersion.


    Original Post:
    Tradelane disruptions are necessary for pirates to do their thing in this mod (and in Vanilla).
    I was at Manhatten and saw 10+ battleships/capships flying around and also saw many of them flying around where pirates normally would be located.


    It does make sense from a storyline standpoint (many more ships because Nomad threat returns, etc) and the plans are now public so anyone friendly enough can go buy a battleship.


    But wierdly enough it seems pirates haven't been able to create a manufacturing facility to create their own versions of these ships.
    I kinda get how difficult it would be if a player in NY was stopped by a fleet of pirate battleships and completely obliterated.


    Also the AI navigation in this mod is quite sub-par in certain cases. I constantly see Rhineland and Liberty battleships at Manhatten just running into the planet and blowing up (happens in StorySP and OpenSP modes too). Sometimes I undock from Manhatten and there's a bunch of them doing suicides. This is also an issue near the minefield in the Custodian system. NPCs randomly spawn near you but inside the minefield.


    When the admins get time, maybe they can look into a cleanup of the AI spawnpoints so they aren't spawning inside minefields and not running into the planets to suicide.
    It is funny though, but sorta breaks immersion.


    As for pirate factions getting their own high-end cruisers/battleships/gunboats, that is a possibility that could be explored but preferably it should only happen OUTSIDE of the 4 major house systems. Aka only in Border/Edge/Independant Systems and only on the MP server (aka disabled in Story-SP mode). Not sure about it being enabled in OpenSP but worth a shot.


    PS, can a VHF in my group dock on my battleship? If not, there's my suggestion for the day :) i haven't had a chance to try yet or i wouldn't be asking.


    I've done this before back when the 88Flak server was still active/online. They had a docking system but it was buggy/wierd and caused issues if the players didn't follow directions exactly.
    1 - Player A docks with a Battleship (aka like the Battleship Missouri in New York) controlled by Player B.
    2 - Player A sees a standard inside of a Battleship just like if they were inside the Battleship Missouri.
    3 - Player B just moves around or does what they need to do. Player A is unaffected during the entire journey.
    4 - If Player B dies, Player A suffers no death penalty or item loss, but screen goes to a loading screen and they are respawned automatically at the last official NPC-controlled docking point (station/ship/etc). Player B suffers the usual death penalty.
    5 - Once Player B arrives at their location while 'carrying' Player A inside, then Player A can undock and appear near Player B without issues.
    6 - Player A must be in any vehicle that can normally dock inside a Battleship. Trains and other exotic vehicles would be ineligible to dock with them (dock denied error).
    7 - If Player A undocks at any point while Player B is moving (trade lane, cruise, etc) then they are treated as if Player B died and Player A respawns without penalty back at the last NPC-controlled docking point.
    8 - If Player B has Player A being transported, they aren't permitted to leave space. No docking with any other planets/bases/objects. They get 'dock denied' error until Player A exits out.


    So with all those quirks, it did work pretty well. It was kinda cool to be carried by a friend but it sucked that we were just sitting there while the friend was enjoying all the action/battles/traversal with us staring blankly at a static scene.


    So yeah docking CAN work but it is far more fun to be active/engaged in the game and have active battles and risk of combat damage instead of being carried around.

    Noticed something very odd. All 3 of these are VHFs (Very Heavy Fighters). Key word on 'heavy'.


    Eagle - 9900 armor; 140 mass
    Sabre - 10800 armor; 65 mass
    Titan - 12600 armor; 140 mass


    Some of these numbers seem off, unless the 'mass' doesn't have as much to do with maneuverability as I thought.
    But what seems wierd is that it seems the Eagle & Saber mass values should be switched. Maybe even the Titan with additional +10 mass (150 mass) instead of 140.


    If anyone can compare these two fighters in-game, do feel free to post.

    Since there are still no custom layouts available, I tend to use this as a bookmarklet for my needs:


    Code
    1. javascript:(function(){var newSS, styles='* { background: black ! important; color: #fff !important } :link, :link * { color: #9ef !important } :visited, :visited * { color: #e9f !important }'; if(document.createStyleSheet) { document.createStyleSheet("javascript:'"+styles+"'"); } else { newSS=document.createElement('link'); newSS.rel='stylesheet'; newSS.href='data:text/css,'+escape(styles); document.getElementsByTagName("head")[0].appendChild(newSS); } })();

    Java ≠ JavaScript
    Just sayin. ;)


    I use Pale Moon Mobile (Firefox fork) and the site works fine for me on that browser. I would highly discourage using the default 'Android' web browser (on any Android version) as it has known security flaws & exploits available to compromise your entire phone.
    Use a proper mobile browser of your choice. Recommended ones tend to be Opera Mobile, Chrome Mobile, and Firefox Mobile.
    I would avoid any unofficial derivatives that do not have public source code available. If it isn't open-source then it is NOT secure to use on your phone.


    The final choice rests with the end-user. There's only so many times I can lead a horse to water to drink, but cannot make them do so.