robocop wrote:
I’m certainly not one to question the almighty Adoxa but you sure about mbases? I know the NPCs are generated by the server, but the ids_name and ids_info information is certainly looked at by the client. Without that info on the client the player won’t see the names and/or messages, no?
In our testing it seemed like some of Mbases.ini was read, and some was ignored. We could populate empty bars [such as Ryuku] with people, but we couldn’t get them to say anything. It definitely reads parts of it, but it seems to ignore others. We’ll take a look at Adoxa’s file.
At the moment we’re [“we” meaning Throcken and myself on our server] just trying to do as MUCH as possible without adding a mod. Partly as a personal challenge to ourselves and partly to create the coolest experience possible without requiring a mod download. Nothing too big and exciting obviously but we’ve been able to do some pretty fun stuff with the NPCs.
khayman wrote:
I made a vanilla (test) server which used mission scripts to create new bases and objects but it is still in the testing stages and a lil too complicated to explain as yet…
But any client that joined the server could interact with these objects and bases without having to install any mods… (i think a few members of this site visited it)
THIS is what we’ve been looking for! We’d love to be able to implement stuff like this, so definitely expect myself, or throcken [or both of us] to be inquiring more about this. Spawning in destructible battleships for players to log on and frag, spawning random npc raids on unsuspecting freelancers… stuff like that is something really exciting to us that I’ve only seen implemented on 24/7 Procyon. So, hell yeah, we’ll be in touch.
And also, I’d like to thank all of y’all for your input and feedback, it’s great to see the Freelancer modding/coding community is still alive and vibrant after all these years, this site has been a big help.