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88 Flak Application



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88 Flak Application
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fox Unit 01
 Post subject: 88 Flak Application
PostPosted: Fri Jul 23, 2010 7:24 am 
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Hey guys, sorry I'm a bit late on this, but here goes.

1. Your mod name
88 Flak

2. Main 2 admins' names and contacts
foxUnit01 (myself) - foxUnit01 on AIM or foxUnit01@hotmail.com on MSN
KillerJaguar - killerjaguar26 on AIM
M0tah - M0tah@hotmail.com on MSN - he's a bit busy as of late, so I'd try KJ and I first, one of us is usually online

3. If the mod is not yours, please confirm that you have permission from the authors - we don't want to upset people anywhere
88 Flak is indeed maintained by the Flak community.

4. How you see your management of the mod will attract players, e.g. RolePlay, events, server wars, your other plans to keep player interest and grow player numbers
We have an active and established clan system with a territory map viewable here: http://sites.google.com/site/orangeandc ... erritories
Players often orchestrate events themselves or with admins, usually posting on the forums in advance. That's usually how territory changes happen - there aren't any strict rules on clan territories yet, people just organize and schedule fights.

5. Your commitment to enforce gameplay in accordance with our Three Pillars of Virtue at all times.
We have established 24/7 Server Rules that are viewable at: http://www.memes.no/88flak/forum/viewtopic.php?t=1699
However, we certainly won't argue with respect and honor amongst players. :P

Other stuff
For technical stuff, Flak should play nice with any kind of server operating software out there - Worfeh and HazardFN ran it for a while under the Biocross beta, and it of course works just fine with Ioncross as well (still what I use to this day).
However, 88 Flak uses an integrated FLHook installation that can not be removed (it was written for Flak and many mod features depend on it), which will not play nice with server plugins such as FLShell. As such, Flak does not have support for any kind of restart templates like FLShell has, however the player start is versatile - players can choose between 2 starting ships (or a Storage Depot if they want to make a bank character) and can pick a lawful or unlawful rep in-game right at the start.

As for the community, I think the starport post pretty much summed it up:
Quote:
Flak's community is in a unique position of having a fairly stable - if small - following, but a crappy server. As one member put it,
Quote:
Pwnyboy-Curtis wrote: (full post here)
Before that even, when we did have a fast server for a brief time, players online skyrocketed, and it wasn't uncommon to see 9-12 players on (4-6 now) with lows of around 2-4 during non-peak time (0 now)

We're a fairly steady community with an active forum. As Pwny put it, the only thing stopping more people from getting online is lack of a proper server.

Finally, as for the setup of the mod, all that's required is a clean FL install and FLMM. However, FLMM is not required, and Flak will work just fine if you manually copy the mod files into the Freelancer directory and overwrite everything. It has an extensive options list on FLMM activation, but most of those options are client-side (such as graphic or audio updates) and don't make a difference running a server.

If you'd like to give Flak a shot, please try out the latest beta here: http://www.memes.no/88flak/forum/viewtopic.php?t=114
Please note that in addition to the RC130 download posted in that topic, there is a server crash hotfix available here: http://www.memes.no/88flak/downloads/be ... .zip.flmod
Simply download / install RC130, and then install the hotfix over that.

Thanks guys!


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88 Flak Application
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Avenger
 Post subject: Re: 88 Flak Application
PostPosted: Fri Jul 23, 2010 11:19 pm 
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Welcome FoxUnit01, nice application, thank you.

We will give a little more time for any more applications.

Great to have yours here, I know how much work you all put into Flak. When the time comes we will only need your zipped mod with your control software, the rest of our installation FLMM and FL Shell will be removed (unless you would like to use FL Shell for more restart templates - this is entirely up to you).

:smt028

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88 Flak Application
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Avenger
 Post subject: Re: 88 Flak Application
PostPosted: Sun Aug 08, 2010 12:57 am 
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88 Flak's website:

http://www.memes.no/88flak/

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88 Flak Application
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Avenger
 Post subject: Re: 88 Flak Application
PostPosted: Tue Aug 10, 2010 1:16 am 
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Foxy,

I was hoping to get some response from our other members by now, so far only 2 (including me!) have input anything, and the rest are Zombies in nowhere land! lol

Give us a few more days, please, OK?

As an added incentive, would your players join us with our own mod for a while?

It would be good to get to know each other too, and you are always welcome as you know. I would be happy to give you and your pals Honorary Membership of our Guild to get to know our style, and hopefully grow into full members to keep the Guild alive in future, what do you think?

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88 Flak Application
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[MIB]Agent_K
 Post subject: Re: 88 Flak Application
PostPosted: Wed Aug 11, 2010 12:35 pm 
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Avenger,

I welcome the FLAK88 mod and players to our server I am sorry for being a bit absent but at present 12-14hr days are taking a toll. Fl is but a bit of a memory at present. I really hope to see the server utilised. K out 8)

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88 Flak Application
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fox Unit 01
 Post subject: Re: 88 Flak Application
PostPosted: Thu Aug 12, 2010 7:23 pm 
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Avenger,
Thanks for the update. If you guys do decide to give Flak a shot, there's no rush as we're still in a pretty heavy development cycle for the next version and there have been a lot of RL-related delays on our end for this as well. Hopefully the next version will be ready by the time you guys are, if you decide to go with it. :D

As for the technical stuff, FLMM and any sort of server operating software are fine - for all intents and purposes Flak should operate the same as just about any other standard FL mod. The only reason I specifically mentioned FLShell is that there can be conflicts between FLShell and FLHook that aren't really resolvable due to the nature of how they both hook into FLServer. Since FLShell is not open source, there's not a whole lot we have to work with to fix the issue. However, as FLHook supports roughly everything FLShell has (except for restart templates, but Flak allows new players to pick their starting house and legality in-game anyway), it was moved to a low development priority.

Finally, I'll pass the link to the RRJDS Guild forums on to the Flak community. Flak's players are a wide range of ages and attitudes, but they're pretty friendly on the whole and I think you guys will get along with them just fine. :P


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88 Flak Application
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Avenger
 Post subject: Re: 88 Flak Application
PostPosted: Sat Aug 14, 2010 3:19 am 
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Thanks Foxy.

We're a bunch of static friends (5-6!) but we get eager for fun with a cup of Horlicks or Ovaltine in our hands and when faced by any challenge from new blood!

Look forward to it.

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88 Flak Application
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[MIB]Agent_K
 Post subject: Re: 88 Flak Application
PostPosted: Sat Aug 14, 2010 11:39 am 
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Well Avenger Flak88 has my vote. As you have said many time. Better to utilise a good server then let it die completely. I for one will give it a go time permitting and a char in memory of Pete is a given. K out! 8)

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88 Flak Application
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Avenger
 Post subject: Re: 88 Flak Application
PostPosted: Sun Aug 22, 2010 1:04 pm 
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Brief update:-

We're part way to getting two or three FLServer instances running on our server, so we will be happy to host 88Flak alongside once it is perfected.

Foxy - does 88Flak run with FLHook? And is that sufficient for all control that you need?

We don't expect much usage of our own mod, so there should not be much stress on the server until player numbers increase beyond what I expect.

If there is enough slack we could also have a third session running for variety for a while, and that should keep most players happy.

So - with a bit of luck, we can utilise our server much better.

:smt028

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