Hello all freelancers
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GLS Workaround:
http://www.freelancerserver.de/download/flgls_workaround_v10.zip -
Sadly the “Can’t connect online?” 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 couldn’t find any servers online as I didn’t know about the Global server…
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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 you’ve downloaded the whole mod once) everytime you run the program before connecting.
As Vesko says, such entities will point you directly to the MOD’s 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 don’t know what you’re 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 didn’t deactivate it properly after an autoupdate and i had to clean the FL directory manually. and the mod’s directory within FLMM neither was updated, only the game directory. i don’t 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 I’m 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 “only this mod” 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 isn’t 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 doesn’t 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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I’ve 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:
“pls can somebody help me i really would like to get into some multiplayer action”
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 wouldn’t 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.