Not getting a message. It’s a completely stock Liberty Transport and I get maybe 20 seconds of weapons then maybe 10 minutes of recharge.
I said something earlier about a fighter, I think it was a bad copy/paste job.
Not getting a message. It’s a completely stock Liberty Transport and I get maybe 20 seconds of weapons then maybe 10 minutes of recharge.
I said something earlier about a fighter, I think it was a bad copy/paste job.
Hi all,
FL was big at our LAN parties years ago. I jumped back in with launching my own Discovery server to play around.
I did /restart beginner and earned 10M pretty fast. I sold off my starter ship for the “LZF-6364 “Patriot” Liberty Light Fighter”. So, I go out to mine H3 and my weapons drain the energy too fast. It’s a stock ship, so I’d figure I’d have more shots than that. What’s more, as soon as the energy depletes, it takes forever for them to recharge.
Any ideas?
What line of progression (ships) should I be looking at from /restart beginner to having my own base?
What about a combat line from /restart (insert correct restart flag here) to maybe a battleship?
Thanks all…
Timmy51m wrote:
Aye, just delete .bin off the end of jflp and run it as .exe, jflp will setup all the widescreen stuff for you, just run the game and you’ll find your desktop res in the options.
Do I need the FL 1.1 patch and the QuickFix patch prior to JFLP?
Is the HUDShift needed?
Do I need to install JFLP on the server as well?
Last thing for now:
What’s the deal with the NOCD? Is if for client and server? Does it work with the FLPatch 1.1?
Oh, while on ModDB, I saw this:
http://www.moddb.com/mods/widescreen-wondermods
If I can get the right version of FLMM, maybe this will work without all the hudshift/jflp steps.
Hi all,
I’m looking over some stuff and wondering how I should do this.
I’m running FL server on an old laptop. I only installed the official FLPatch (1.1?) server-side. It still shows 1.0 on the server console.
On the clients, I installed the FLPatch (1.1?) but again, the client shows version 1.0. Still the multiplayer key generated, so I guess it’s working.
I then installed the QuickFix 1.0c on the clients. Does this need to be on the server as well?
Finally, I found Freelancer Perfect Widescreen HUD post. This is where things start to get weird.
1. Copy HudShift.dll and jflp.dll into your EXE folder.
2. Copy HudShift.ini to your DATA>INTERFACE folder.
JFLP comes as “jflp.exe.bin”. I can open it in 7zip and extract the one DLL Kirzan is talking about. Or am I suposed to rename the .exe.bin to just .exe and install the whole thing? Or maybe use some patching program (FLMM?) to read and extract the files?
Speaking of FLMM:
The version of FLMM on StarPort is 1.31. I used it to check for an update and saw a (defunct?) website with version 1.4b4. If I search Google, it takes me to ModDB and version 1.5. If I go to the ModDB FL page and go through all 89 mods, no version of FLMM shows up.
Anyway, if someone could clear up some of the confusion, I could create a page on the Wiki on how to get started with all the proper patches for the vanilla LAN game with widescreen support.
One last thing, I was testing the LAN server and when I joined the server, there wasn’t really a storyline. Is there some way I can trigger the campaign to start so we can do the campaign in CoOp mode?
Thanks…