Hello all freelancers
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hello, i am new to the starport but i am not new to freelancer.
I was a long time player untill my copy of freelancer went missing. I spent a long time trying to locate a new copy of the game, and i have finally found one I played the next generation mod for a long time.
I have noticed that there are no more global servers. So how do i get a server list in game and what is the most popular mod being played right now.
I tried installing the discovery v 4.85 mod but i can not seem to get it to un zip in the right location useing flmm v 1.3.
I originally installed flmm v 1.5 and noticed that there was a mod which allows me to see a server list, but the research i ve done says that i should be using v 1.3 cause 1.5 is to glitchy.
pls can somebody help me i really would like to get into some multiplayer action -
most mods are offered with an *.flmod extension. FLMM v1.3 should be extracting them correctly without any problems. keep in mind, if you are using win7 or vista, you need to first launch the mod manager application âas adminâ (via right-click). also, due to that there is no global servers, all larger mods today either do point your game directly to the server(s) running them or offering you the communityâs global server workaround / alternate list server directioning.
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First off, welcome to the Starport!
Youâre right, the official Microsoft global server was taken down a few years ago. Since then, the community resorted to two methods of connecting to servers. One is mods automatically pointing you to the modâs server(s), and the other is using the two unofficial servers: the GLS Workaround and FL List Server. Alternatively, you can always set a server IP manually without any mods either by using the direct connect tool (Start > All Programs > Microsoft Games > Freelancer > Direct Connect), or just adding â-s<server ip=ââ>:2302â to the gameâs shortcut manually.
About FLMM, youâre right - 1.3 is the most stable and otherwise âbestâ version of FLMM out right now. FLMM and FL in general was never built for Vistaâs and Windows 7âs UAC system, so youâll need to run both As Administrator (Right click > Run As Administrator). If it goes right, your Discovery 4.85 .flmod file should unpack itself in the âProgram Files/Freelancer Mod Manager/modsâ directory. NOTE: You also need to activate it in the main FLMM window after this!</server>
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GLS Workaround:
http://www.freelancerserver.de/download/flgls_workaround_v10.zip -
Sadly the âCanât connect online?â link at the top does not include info about the GLS workaround.
I think it should - it is exactly what I would click upon if I were here and couldnât find any servers online as I didnât know about the Global serverâŚ
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Windows Vista or Windows 7 can be a lot of hassle to get working online. Before looking any further, please be sure you have installed and configured a multiplayer connection method.
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Hi there, and welcome!
It should be worth bearing in mind that the Automatic Updater program seems to be gradually becoming popular amongst hosters. Some servers now use this, instead of FLMM, as a way to provide the client with their MOD. It is a way around having to download an .flmm extension over and over again upon new mod releases and instead updates automatically (after youâve downloaded the whole mod once) everytime you run the program before connecting.
As Vesko says, such entities will point you directly to the MODâs server, rather than a full list of available servers.
Bear
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Bear is correct, some mods have switched to their own installer instead of FLMM. Personally though, I believe this just causes a ton of hassle while not doing much good in return. Activating/deactivating mods that install themselves is a huge hassle, especially when you donât know what youâre doing.
Plus, you can still easily incorporate an autoupdater while maintaining FLMM support - Just look what the Discovery and Crossfire teams are doing.
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dunno about crossfire, but with discovery i had the problem that FLMM didnât deactivate it properly after an autoupdate and i had to clean the FL directory manually. and the modâs directory within FLMM neither was updated, only the game directory. i donât think it is easy or worthy to combine autoupdating with FLMM support, but i still prefer the FLMM support before installers - though the program is buggy, an experienced modder knows, how to avoid risking bugs and it is imo more comfortable than copying a clean installation of freelancer for each mod you want to play.
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FriendlyFire wrote:
Windows Vista or Windows 7 can be a lot of hassle to get working online. Before looking any further, please be sure you have installed and configured a multiplayer connection method.
I swear Iâm not so old to be losing my eyesight, but the evidence definitely points otherwise :lol:
Whoops :oops:
As for installers/auto-updaters that do not require FLMM - they are fine for those who are loyal / confident with Freelancer.
FLMM certainly was the most used application back when it was created, as it offered a uniform and flexible/simple method of playing mods whilst ensuring the user needed to know very little indeed.
These days mods tend to be huge âonly this modâ type affairs. A uniform auto-updater could be built into FLMM too. Guess it all just depends upon what fits for the overall community of FL.If no new players really come into Freelancer, then something like FLMM probably isnât really required.
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no, definately, no.
it is what mods initially were planned to be - better than other mods. today they are becoming big and beautiful enough to have the power to concurr with each other. but if we look at the players community, at the time we have, it is just too late. we need to work together. to advertise ourselves and the others too, we need to help each other so the game doesnât die once the last mod it is being played with is becoming boring. we have now, finally, the power to wok against each other. sure, some of the veterans, the first modders who are still around, finally enjoy that power and would love to be the best. unfortunately, its too late.
freelancer mod manager maybe is the only tool that unites us in a way, as community, as collective working for the pleasure of the player, for the survival of the game and for reminding the world on the great genre - space fiction simulation. we should keep needing FLMM if we want the players to play all we offer and not only what is best advertised.
hopefully, adoxa will make freelancer mod manager a program that would not cause the problems we had before, so there is one less reason to make a complete installer instead of writing FLMM-scripts.
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Iâve got to agree.
Whilst having a non-uniform installation method has encouraged independence, allowing us to individually cater the dynamic and enhanced modding experience each of us try to deliver to our communities, it also has allowed us to function using our own individual preferences, which in part is (what some may see as) our downfall; where we are now competing for the players in which we are trying to unite in order for both our individual communities to survive, as well as Freelancer as a whole.
FLMM does somewhat unite us in a way that players can float between servers, keeping them on the surface, but unfortunately, the smaller servers and communities such as the one I am from, tend to suffer as a result. One player extra might mean nothing to a community on 80+ players a night, but it means the world of difference to a community where the role play and experience is very much closed and select.
On the topic however:
âpls can somebody help me i really would like to get into some multiplayer actionâ
There is no one answer that can be provided, other than yes. But the field of play available to choose from is so diverse that it really depends on where your individual interests lie in which is where you will likely end up. There are servers big and small - I wouldnât recommend that you automatically jump to somewhere big, but instead take the time to browse the FL Community Servers Link which scrolls down the left hand side of the page. The quality of play can be incredibly different depending on the size of the community and one player can easily make a substantial difference to what is experienced. Big does not mean best.
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If I am not mistaken FLMM 1.5 allows autoupdates, you might want to check the readme.