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(24 May 2021 - 07:04 PM)To EVERYBODY: It is with deepest sympathy that I inform the community that MadCat passed away on the 19th of May this year. He will be missed.
(03 January 2021 - 04:39 PM)@Rags, yeah just was messing about again today and popped back in to see if its still up. Are we even sure who is paying for this place?
(14 July 2019 - 01:56 PM)Awesome. After much pissing around I can login again. Just a reminder we've got a new website running at https://tekagis.ca and a discord server https://discord.gg/psX8HBu
At some point within the previous months our update server stopped functioning properly. It seems a upgrade to our webserver's security modules had stopped allowing access to .ini files. Since no one reported any issues, I failed to notice the problem. At any rate, its fixed now and the updater should work normally again.
After much debate, we've decided to relocate the FL server to the other side of canada. After less debate, we've decided to ship ellis along with it. I'll try to keep a temporary server up while the move is happening (your characters should be intact). But expect some downtime for the server in the next few weeks.
* note to self: remember to poke air holes in the shipping crate for ellis.
UPDATE (aug 19th): Temporary server is now up and running.
Due to the fact it was coded with Autoit, virus scanners sometimes give false positives. Autoit has been used for the creation of viruses before, and has led to some AV's detecting all apps created with Autoit as viruses. This is a known and on going issue in the Autoit community https://www.autoitsc...oIt_and_Malware
The only real remedy is for me to send the updater.exe and source code to the company and have them whitelist the program. however as soon as i update the program again i have to resend the sample.
Though your Avira definitions may need updating, as here are the current scan results from virustotal.com (56 different AV engines)
3 less common AV's currently flag it as a false positive using heuristic analysis, Avira isn't one of them.
As for the 'connection reset' error, its probably decided to start blocking the file download or website.
Your welcome to use the older TekagisUpdater (its never generated any false positives from any AV engines), but I should warn you it will probably stop working shortly once i start changing things.
After FAR too long, The Updater has finally been updated. The new version includes a basic GUI with a progress bar, shows when the last time you updated was, a tooltip showing the server status and current player count, and is smaller, faster and smarter.
Please visit the forum thread at https://tekagis.ca/p...=4&t=8&p=12#p12 to see what all has changed and basic usage instructions.
You can get a copy of the new version from https://downloads.te...agisUpdater.exe
A basic server status page is now live on the new server, showing online players and last player logins, logoffs, and deaths....time stamps are even adjusted to your forum account settings (if you have one on the new forums).
I've uploaded some texture changes to mod files, hi res starspheres (by Hunor), hi res solar textures (by Hrimthur), and new interface textures (by us). I've also added widescreen support (adoxa's hudshift).
WARNING: This update will be quite large when using the TekagisUpdater (it was actually designed for small patches not large), so instead of using the update server for this, you may want to re-download the base mod files from here https://downloads.te...Treasure5.49.7z
Thanks to ellis, we have a new domain name and server https://tekagis.ca
Why?
1) This domain and site are registered to C (i believe) who is AWOL, how long he will continue paying the bills to keep the lights on is unknown. We don't want you people left in the dark when that happens.
2) The new site is hosted on a virtual server, giving us much more flexibility on what we can do with it.
For example we now have valid SSL certificates for connecting using https, and we can directly tie the webserver into the FL server allowing for website checking of who's in game, as well as being able to access things like your character stats, ship garage, storage and markets directly from the site.
Zero's put a lot of hard work into the new sites layout and style (which i then smashed with a hammer to make fit - sorry Z), so big thanks to him too.
We're not moving over yet, there's still a lot of work to do over there, and this place has a lot of history we don't want to lose. Hopefully at some point we can get access to the database to port it all over to the new forums.
Some things will be moved to the new server immediately: our update server is now hosted there (has been for a while), all future download links will point there, and we now have a IRC server hosted there (server: tekagis.ca, channel: #tekagis) which it will also be tied into the game server like how tekagisbot does skype.
The Tekagis update server has finally been moved to a more stable environment (in other words, off my spare laptop and onto a REAL server!). So the random down times are no more, however the TekagisUpdater.conf file for everyone needs replacing to point to the new server.
A new copy can be found here (this goes in your Freelancer\EXE folder):
theres one in the works, MS wouldnt really have a say either, a rewrite such as this contains none of the original FL code, as long as its not distributed with copyright content like the ship models or data files, its just a program that happens to be able to read those data files
Good question...as is, destroyed bases can be undocked from (but not docked with), so the default would send you back there as normal unless i hook it. Best options would be nearest friendly base (in system), clan home base, default start base, maybe a custom user setting? I think i like that last one, combine a "nearest friendly / clanhome / custom base" into a player set option
The bases still need a ton of work done to make it all happen smooth though, but most of those bases are pretty nasty. Lots of armor, guns capable of ripping fighter hulls in 1-2 solid hits, and with the armor+firepower combo they can mess up a BS pretty bad if you get too close, Ideally you have to park out of its range and keep it frontal... good luck if you get flanked by hostile capships, your main gun is facing the wrong way and the only direction you can move is forwards into the base! (capitals turn slow)
Your best bet is soften the base up with bombers and heavy torps, strip the base of its turrets (npc bomber wingmen will do this for you sometimes). Even harder are bases inside asteroid fields, you have to engage with fighters, bombers and corvette class ships only, everything else is just too big to maneuver.
I dont see everything getting destroyed in 3 hours
It will be on a 24h restart schedule though so it can write changes into the mod files though
Its been a while since I posted, so brief update and spoiler vid:
Work is still progressing, the gear is pretty much all done. I've work though some python scripts that allow REALLY easy generation of patrol paths for the npcs, and generation of equipment/ship infocards with detailed specs and literally update the infocard details automatically when things change...our long tradition of outdated infocards is now a thing of the past.
Npc combat AI has been majorly improved on in the last few days, some of the maneuvers I've been watching them pull off are just plain scary.
Theres still a fair bit of work to be done with system cleanup and readding the ships back in (I yanked them all out while restructuring), and alot of work still in our FLHook area.
But anyways, heres a spoiler video of the new AI in action, samurai kicking lib navy around in alaska
Most ships actually have the cloak hardpoint, but cloaks cant be bought. This is unlikely to change in the near future...in the current mod state, cloaks are mostly a useful novelty item, in the planned update they will have real purpose.
depending on your location the ping should be different, server has moved from candian west coast to central.
the bank/fate issues are a problem with tekagisbot, it stability seems to have dropped and is occassionally crashing.. i suspect its the shoutbox plugin for it, i'll disable that see if it helps.
yes...its pretty limited atm, but moves the ship from the base its at to your current base....example to move a ship stored at new york to planet denver, you first dock at denver
then type /garage move li01_01_base 1 (assuming the ships id number is 1)
any parking fees owed for that ship will be deducted from your bank
agreed it is a bit overwhelming, but 'the start' was sooo long ago we've all experienced that feeling of being lost at first. I'm not sure if you'll have much luck with datastorm, but i personally havent tried it in about 9 years.
theres no specific guide, other then random posts in threads here and doubt one will be created anytime soon, as the mod is currently in a state of flux (massive changes and rebalancing when i can find the time to work on it). I should warn you though atm a good number of ship infocards are incorrect..one of the things to be fixed. Best way is just explore and try out various ships. We do have a 'ship garage' plugin running allowing players to swap ships and loadouts, so if you want to try a new ship you can safely do so without having to sell off your old one
welcome to teks, always good to see some new faces
If you need assistance, sending chat msgs to console instead of system chat will route the msg to our skype channel (its a 2 way chat bridge) so help is easly available even if no one is else is actually on the server at the time