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** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Fri Apr 11, 2003 9:18 pm

At least your honest. No it does not, story line is intact.

Readme ver 1.6 has been updated. LOTS of updates for this version going in.

I need more feedback. I want to get rid of all the problems with this mod.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 11-04-2003 23:51:54

Post Fri Apr 11, 2003 11:20 pm

Higher Capacity freighters/large transports, capagble of using mooring stations

Post Fri Apr 11, 2003 11:38 pm

Thx a whole lot Reynen!

=Rent this space at 1-800-555-159=

Post Sat Apr 12, 2003 12:16 am

Steam:

Need you to be more specfic. More capacity for what? Weapons? Cargo? I need specifics. Also if I make freighters use moors you wont be able to dock on planets. That is the current problem with battleships. Battleships can use station moors but can't dock on planets. I seriously doubt you want to lose the ability to dock on a planet.

Large transports, cargo trains are going in 1.7.

Why do you need something more then 400 cargo anyway? There is no point being a millionaire doing 1 run. I will be forced to increase prices for everything to balance it out.

------------------------------------------

Monoxide:

Your welcome

------------------------------------------

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 12-04-2003 01:17:20

Edited by - Reynen on 12-04-2003 01:18:35

Post Sat Apr 12, 2003 1:41 am

I also agree about the mooring docks, I would love to land on those with a huge freighter.

=Rent this space at 1-800-555-159=

Post Sat Apr 12, 2003 2:21 am

Reynen: I got an idea that may solve the morring problem, if it could be done.

Remove the moor from a planet(if it can be done), then create a station that looks like a moor station
near the planet and have all the same items/ships availabe on the planet its near.
Example..Planet Manhatten Mooring station ...or something to that extent.
Just an idea. Since I dont mod this game i dont know what can and cant be changed.

Post Sat Apr 12, 2003 2:58 am

Before I make this huge change, please consider the following.

WARNING: Since you will NOT be able to dock on planets with freighters this WILL DESTROY THE SP GAME because of several missions this effects.

So I take a last poll, if you get it you lose the SP. The mod will become stricly MP, if you use it for SP it will crash your game.

---------------------------------------------------------

namel3ss:

I wish it were that easy. Creating an entire new station from scratch is extremely hard work. I found a mooring trick with the docking ring at the planets I can use, but they don't always work and you sometimes crash right into the planet.

As I said above, I can switch it to moors, but it will then make the game MP ONLY.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 12-04-2003 03:58:59

Post Sat Apr 12, 2003 4:10 am

PLEASE dont make it MP only.. I just love playing through the game with your MOD.. Just great to **** up the LSF Stations.. hehe

I like the story. It gives the game something extra. So please keep the Story and make the best you can out of it.. Thanks a lot for the MOD.

Kwitzak from DK

Post Sat Apr 12, 2003 4:21 am

Hey Reynen;

I'm using 1.5a and have experianced getting kicked out to the desk top about 4 or 5 times. I restart SL and I come back into the game hung up in the dock door.
This happened at Detroit, and Bush in New York and Los Angles, and the last was at cacau.

It seams to happen only with frieghters. I'm running the Sabre now and haven't seen the problem yet.

I really haven't seen much more of the mod...been making money to buy the Sabre. Now that I have it, I have to money to arm it. Oh well.

Keep it cool, Guy. Let me tell you from experiance, there's no sence in giving youself a heart attack.

Keep up the great work...I'm on of the many rooting for you and your work.



The Fangman

Post Sat Apr 12, 2003 5:09 am

The crashes with the freighter is partially related to the speed....but people wanted me to slow the ships down, so I dare not change it.

here is am image from one of the new beam weapons I am implementing, FSP2 like I already have all the new beam weapons done The first pic of of the heavy beam weap the second is of the best turret. Added what it looks like with 6 of em on a dagger also.

Heavy Fighter Beam



-------------------------------------------------------------------------

Adv Turret Beam



-------------------------------------------------------------------------

Dagger with 6 Heavy Starbeam



-------------------------------------------------------------------------

I already know I am gonna get asked how I did this, so here is the info. I hate to say it but the beam mod was done incorrectly. THIS is how it should be done.

Heavy Starbeam: (best fighter beam)

beam_effects.ini

[BeamSpear
nickname = ci_laser_03_beam
tip_length = 2500
tail_length = 2500
head_width = 4
core_width = 4
tip_color = 255, 255, 255
core_color = 234, 234, 149
outter_color = 245, 245, 165
tail_color = 15, 80, 210
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 4

weapons_equip.ini

[Munition
nickname = co_gun01_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 200
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_03_impact
const_effect = ci_laser_03_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = .001

[Gun
nickname = co_gun01_mark03
ids_name = 263488
ids_info = 264488
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 100
refire_delay = 0.01
muzzle_velocity = 1000
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_gun01_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

-------------------------------------------------------------------------

Adv Starbeam Turret: (best freighter beam)

I had to add an extra entry into some files since I have 5 effects and there were only 4.

beam_effects.ini

[BeamSpear
nickname = ci_laser_05_beam
tip_length = 2500
tail_length = 2500
head_width = 10
core_width = 10
tip_color = 255, 255, 255
core_color = 70, 25, 82
outter_color = 21, 48, 234
tail_color = 215, 215, 125
head_brightness = 1
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 10

weapons_equip.ini

[Munition
nickname = co_turret01_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 300
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser2
munition_hit_effect = ci_laser_05_impact
const_effect = ci_laser_05_proj
lifetime = 1.75
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = co_turret01_mark02
ids_name = 263497
ids_info = 264497
DA_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 250
refire_delay = 0.01
muzzle_velocity = 1750
use_animation = Sc_fire
toughness = 1.800000
flash_particle_name = ci_laser_05_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = co_turret01_mark02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

effects.ini

[Effect
nickname = ci_laser_05_flash
effect_type = EFT_MUZZLE_FLASH
vis_effect = ci_laser_05_flash

[Effect
nickname = ci_laser_05_impact
effect_type = EFT_WEAPON_IMPACT
vis_effect = ci_laser_05_impact

[Effect
nickname = ci_laser_05_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = ci_laser_05_beam

Then make a copy of ci_laser_04.ale and rename to ci_laser_05.ale
-------------------------------------------------------------------------

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 12-04-2003 06:23:55

Edited by - Reynen on 12-04-2003 08:03:27

Post Sat Apr 12, 2003 5:32 am

Cool light show

Post Sat Apr 12, 2003 6:45 am

Wooooooooooooooooooooooooooow ...
*drools*

Post Sat Apr 12, 2003 8:59 am

Dear Renyen,

thank you for your honest post about yourself and such and that you are now 'calm' again, lol. I only hope that you don't work too hard on everything so that your family thing wont suffer from it since it's the most important thing in life, but I guess you already know this. And too bad it seems you live in California, otherwise I would grab a case of good beer to visit you to get you off for a few hours and chat a bit about this and that

I am sorry if my 1st post came over a bit wrong but since I live in germany, english isn't that easy for me.

My problems are the following. Freelancer was the 1st real nice 2003 game for me where I thought I might be able to get a bit of this 'ELITE' feeling since I already played it on a C16 (Schneider PC with Datasette) then C64, Amiga etc. many years ago. But then I recognized that M$ screwed up the game on really almost every point but graphics and the 'feeling' being in space like me and my bud was 20 years ago.

I really appreciate your real hard work on this game to 'balance' it since it isn't balanced at all so here are my questions in hope you may be able to help me a bit.

Will it be possible for you some time in the future to make it possible to switch the mouse buttons or maybe with a hack to get a joystick working with this game? The steering for this oldie here is very hard to get used to

Can you make it possible so that when me and my bud start a newbie Multiplayer game so that we can start off like Elite (very weak at the beginning, but still able to scratch enemy fighters) and run some business or missions or whatever to not become uber in a few hours/days? To make trading more attractive? This I mean because I was in space at the beginning with your mod fighting 2 bad enemies, but I was just standing there with no speed and they shot at me but my shields didn't go down. And after buying this other ship in Manhattan and 3 5000$ weapons I couldn't scratch them at all or only after a fight time of maybe 1 hour to get them killed. Maybe I am doing something terribly wrong here.

I really hope you are going to make this game worth it for us since it isn't in the original version and maybe you will 'outsource' some stuff to me to help you editing .ini files or whatever so you can do others things in the meanwhile. Think about it, maybe I can help you somehow.

Again many thx for making this game worth the $ we had bought it for. And open up some 'donation' page so we can say thx to you spending all the time on this mod.

Cheers,

MADMAX24

P.s.: What I mean is that I just blew up the outpost near Mannhattan station. They all fired at me but my shield are invunerable either with the startup ship or the eagle ship with other weapons (the original ones aren't working on this). The poice ships fireing at me flew all into the planet. I couldn't destroy any Stations weapons but the whole station itself after shooting around 20mins on it. I have no other mod running that your 1.5a clean install, any ideas?

Edited by - madmax24 on 12-04-2003 10:40:52

Post Sat Apr 12, 2003 10:10 am

Reynen, how about using the armoured transport, that can dock with planets and stations i beileve. I wouldnt want to see huge cargo space, just something so you can make a living out of cargo transportation. Say increase cargo size to about 1000 - 1500, but give it a large number of turret hardpoints, and few gun hardpoints.

aka

Post Sat Apr 12, 2003 11:46 am

imo, this mod is too "innovative". putting 6 zeros after every variable and adding 10 turrets to every ship wont make the game better.

The original game doesnt have so many flaws, why not try to fix them instead of completely reshaping the game ?

Few exemples :

- Titan, for its price really sux. Experienced fliers all agree Eagle and Sabre are a lot better ships. So what to do ? Add 2 more hardpoints to it. So now its maybe a slower ship but with a higher firepower.

- AI is not hard enough. Give AI the ships with same charateristics as Player ships.

- Fit new ships into existing hierarchy. More hardpoints and armor ? The higher price and less maneauvrability. For exemple Tie Fighter ... from my point of view it should be an alternative to Starflier, with more or less same characteristics. 1 less hardpoint, less cargo, but faster.





Edited by - aka on 12-04-2003 13:07:32

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