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FL Rebalance 1.4b problems...

The general place to discuss MOD''ing Freelancer!

Post Sat Jun 07, 2003 7:31 am

FL Rebalance 1.4b problems...

After playing SP 2 times and getting level 38 on 6 different servers (2 by fighting, 4 by trading ) I was about ready to pack up my Freelancer and give it all to a freind after only 1 month. Then I see the Rebalance 1.4b mod and FLMM and decide to give it a go. Well it was pretty good, and even though there are no decent servers runing it (yet), I was actually having fun playing SP for the 3rd time (even with the horrible, inescapable cinematics...).

But...

I have worked with mods a lot on other games that actually were desinged for them, like Quake 2, Quake 3, and Half-Life. And have an intuitive idea of how FLMM is working, even though the designers (of the game not FLMM) have made it 10 times harder than it has to be.

There are a lot of 'little' bugs in FL RB 1.4b

1. Ships drop out of the cinematics and reappear (who cares really?)
2. The Vak at Rochester comes with 2 'Turret Guns' that have no icons, and crash the game if you do anything other than sell them when you buy the ship.
3. The X-Wing always has a space for countermeasure flares, even though you can't mount any countermeasure dropper or launch countermeasures.
4. Lots of icons for ships are missing, or are the icons for other ships.

And lastly, On the mission where you are to hijack Lord Hakura's Transport (mission 4?) the mission starts ok, but about when the transport is supposed to start moving, the game crashes hard. Every time no matter what.

I was just wondering if anybody else had this problem? Or knows how to fix it? I have the Porsche Ship PaK 3.0, and Babylon stuff copied into my Freelancer folder correctly (as far as I know). And the game ran (relatively) fine for 6 hours until I got to that one mission. (or maybe just a cheat to skip over that mission)

Thanks.

This might be a good catch all for other similar problems found in 1.4b
(BUT NOT THE 'MY GAME CRASHES AT STARTUP PROBLEM' WHICH HAS BEEN ANSWERED IN LIKE 7 DIFFERENT THREADS ALREADY!!!!)

Post Sat Jun 07, 2003 7:44 am

I bought my valk at Rochester... just ignore the two guns.. as long as you have two turrets, just ignore them and next time you go into the equipment dealer the two 'blank spots' will be replaced by two turrets you already have. Same problem with Tekagi's ship for me .... and the Icons are probably still being made.. be patient

*note* you can place guns/turrets over the blank spots, and unmount/mount normally. but once u have an unmounted gun, the blank spot returns, and will crash game if u try to unmount. So be sure not to click unmount twice!

Edited by - Shadow51689 on 07-06-2003 20:31:32

Post Sat Jun 07, 2003 2:52 pm

Im having a seperate problem with the 1.4b mod...
It wont install FULLSTOP.
Using both FLMM 1.1 and 1.2beta it stops 2/3 of the way with the message:

Access to D:\games\freelancer\data\SHIPS\custom\centurion\centurion.cmp was denied.

Ive tried making the file and directory non-readonly, and deleting the folder outright, yet the problem persists :/

I didnt have any problems with the previous 1.1 rebalance mod.
suggestions?

Post Sat Jun 07, 2003 3:11 pm

I d/l'ed the mod last night and had the same problem (same error)...

What I did to make it work...

(1) Start FLMM and de-select the "make read only" option.
(2) Go to the directory where the Centurion file is located and make sure all files have the "read only" de-selected.
(3) Start FLMM and then activate the mod.

The only thing that is going to bring in the "access denied" error is a file that is marked as "read only".

The Fangman

Post Sat Jun 07, 2003 7:19 pm

its alot easier if you just go to C:\Program Files\Freelancer Mod Manager 1.1\mods and go to the properties of the freelancer rebalance mod and unmark the read only... it will bring up a popup asking wether you want just this folder, or all the subfolders too.. check the subfolders box and click ok (on xp it will anyway)

Post Sun Jun 08, 2003 9:00 pm

I had the 'denied' problem too. I just made all the files in the mod module NON read-only and it worked fine for me after that. Like shadow said... (except that I did it manually), there are about 8 in SHIPS, and another 8 in SYSTEMS.

I was just wondering if maybe there's a new ship that occures in the Lord Hakura Transport mission that I don't have (perhaps missing from both the Porsche and Babylon mod modules?)

Post Mon Jun 09, 2003 3:48 am

the game also crashes on me whenever i blow up a station... in MP AND SP. in sp it just crashed on me again when i blew up Bruchsal base, got about 10 k away from it by blowing up its fighters, then when i returned to the base to find more fighters to blow up (i was hostile with rhineland police/militry) the game crashed

Also I cannot blow up Ronnenburg? in MP i tried to help the corsairs destroy ronnenburg, and it losts its hp, docking cabability, and turret power... but it didnt blow... 5 mins later it had full health again....

Post Mon Jun 09, 2003 3:53 am

I had the same problem with the Tegaki transport mission, it crashed everytime.

Then I unzipped the files from the Porshe Pak3 manually (except swshipinfo.dll and script.xml). This fixed the problem, and I was able to play all the missions through.

Post Mon Jun 09, 2003 7:33 am

just wanna let u know that the problem in mission 8 has been solved, it was some rheinland plasma tracking turret issue. it now works corectly and there'll be no read-only file issues into next release.

Post Mon Jun 09, 2003 3:08 pm

Sorry about that access_denied problem, guys! It was incredibly easy to fix, and I should be releasing beta 4 with that fix today or tomorrow.

------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Post Mon Jun 09, 2003 4:19 pm

Okay, I've been trying to play this mod as completely as possible and I've come up with a few problems, bugs and concerns that have presented themselves to me during play.

1. When attempting to jump hole to Omicron Beta from Omi Alpha the game crashes to desktop. It seems Omi Beta has some issues.....
2. When attempting to jump hole using the blank name JH near Vespus (grid f4) in Omicron Theta the game crashes to desktop.
3. The engine sell impossiblity.... this one is known
4. Most of the ships included or enabled in this mod are not packed with it.... Really now, if you add then to be sold why not just ask the creator to use his files and just add them in for ease.
5. Some stations actually list that they sell pirate escape pods...... but they don't.
6. The sith infiltrator, and another ship should on BS Mioko (in Shin***u) do not have an info card and list as IDS?, I'm guessing this is a missing file. Also similar to the lack of info on the Junker CSV sold on Pittsburgh.
7. None of the JH from Alaska are named on their receiving ends. You can see where they go in Alaska, but if you jump to say Sigma 13, the hole there doesn't have a name.

I'll update as I find more

Post Mon Jun 09, 2003 7:21 pm

Michael Dan,

How exactly should we go about fixing the Tekagi mission bug? When you say, "Rheinland plasma tracking turret", do we need to change a file somewhere?

Sorry, I'm pretty new to the mod scene, and I'm still trying to moisten my feet up a bit.

Oh, and Filth, where did you unzip those porsche files to? and which ones?

Edited by - randall on 09-06-2003 20:22:17

Post Mon Jun 09, 2003 8:11 pm

The Sigma 19 - Omnicron Alpha jumphole makes it crash, watch out for that

Post Mon Jun 09, 2003 10:28 pm

Great mod really! Want to say thank you to the creators and I would really wish you will keep up the good work...

But...(why must there always have to be a ´but´ ? )...I think it would make things easier for people if you´d make a list of files you are supposed to d/l from LR and install instead of "hiding" these infos in the readme...best would be you woud link to these files from the mod-description on LR writing something like: You will need these files to play properly...or something like that.

Just a suggestion - great mod anyway, thank you again!

Post Tue Jun 10, 2003 4:31 am

There is no Sigma 19 to Omicron alpha hole... im assuming you meant Sigma 19 to Omicron Beta.

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