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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 Mon Apr 14, 2003 9:30 pm

Wow lot of comments today.

1: Yes I verified the bug with the cruise speed afecting teh ashcroft mission. I will be reducing the cruise speed to 450,which seems to work.

2: Some people get errors activating FLMM with the DLL's. please make the entire EXE directory folder writable. I need to put this in the readme.

3: BOB, Thank you soo much!!! I can't believe I missed it HAHA. Ok I will be fixing the ship classes in the next version too. Actually the type effects how the ships uses the game physics to fly. Have to use freighters here for caps or they get all wacky.

4: Knight, I am working on it. I do not know where the variable for spawn loctions are stored. If I did I can change that. So there's a project for some of you.

5: I intended to release 2.0 beta today, but want to fix all the bugs with 1.6 If not today definetly by Wednesday, thank you all for being patient.

6: I have reduced the collision considerable. I am experimenting with the values.

7: Please be careful when taking battleship through astroid field...DO NOT use cruise with them in it. You will bound around like a pinball. You will need to truster in it.

8: Just an FYI, speed does effect the game dynamics alot, espeically with docking. I will be changing all ships to have a speed of 200 so they should get rid of alot of the problems.

9: I've roughly doubled the NPC loadout and damage. Pleae let me know if this is too much.

10: Figured out how to stabalize battleships shield. Due to the problem with their massive regen they will have just a tad higher then freighters. Otherwise they will be practially invinsable.

11: Viper, we talked in email. Please try those suggestions.

12: Cappe, I really glad you like it.

13. Figured out how to solve making the NPC's so fast. I will jsut reduce their engine thust to about 100-150. I will have to create a brand new engine for this.

14: Battleships now have their own infocards.

15: Michael Dan: Actually I had to modify everyship in the game Take a look at the ini's. I had to change them all to make their new loadout work. Problem is if I made the Player useable they would be way overpowered.

16: I've had to ajust the beam weapons usage. Right now you can use them without almost any power cost. Also the turrets beams where unbalanced too.

More to come later.



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

Edited by - Reynen on 14-04-2003 22:39:16

Post Mon Apr 14, 2003 11:56 pm

Haha I don;t care it's free week most of us have it off feels great take your time bud .

Post Mon Apr 14, 2003 11:57 pm

Also I wan;t my model in by Wed to so .. I nee dsome help fixing it

Post Tue Apr 15, 2003 12:01 am

DER I forgot lol th eproblem is it's always invsible ;(

Post Tue Apr 15, 2003 12:05 am

Savako:

please sedn me all the files, I will see what I can do. After today my week is booked full. I won't be able to work on the mod till after 5/7 pm

Also by much request I have compeltely redone the shield system and ship loadout to use it.

Light fighters will use Light shield etc, medium - medium shields...etc.

They are based on power ranking so. TIE fighter is the lowest on the chart.
It start with a lv 1 light shield. The dagger also starts with a lv 1 shield.

The eagle is a medium and is lv 6 on the chart so it gets a lv 6 medium shield

The sabre is lv 10 on the charts so it starts with a lv 10 heavy shield

You can see the ship rankings in the readme. Here are the new shields specs. Had to make new infocards, IDS, and lots of other stuff to put these in.

Lv 1 Fighter Shield - 10K - 833.33 regen - $1000
Lv 2 Fighter Shield - 20K - 833.33 regen - $2000
Lv 3 Fighter Shield - 30K - 833.33 regen - $3000
Lv 4 Fighter Shield - 40K - 833.33 regen - $4000
Lv 5 Fighter Shield - 50K - 833.33 regen - $5000
Lv 6 Fighter Shield - 60K - 833.33 regen - $6000
Lv 7 Fighter Shield - 70K - 833.33 regen - $7000
Lv 8 Fighter Shield - 80K - 833.33 regen - $8000
Lv 9 Fighter Shield - 90K - 833.33 regen - $9000
Lv 10 Fighter Shield - 100K - 833.333 regen - 120 seconds - $10000

Lv 1 Meduim Shield - 35K - 933.33 regen - $6000
Lv 2 Meduim Shield - 45K - 933.33 regen - $7000
Lv 3 Meduim Shield - 55K - 933.33 regen - $8000
Lv 4 Meduim Shield - 65K - 933.33 regen - $9000
Lv 5 Meduim Shield - 75K - 933.33 regen - $10000
Lv 6 Meduim Shield - 85K - 933.33 regen - $11000
Lv 7 Meduim Shield - 95K - 933.33 regen - $12000
Lv 8 Meduim Shield - 105K - 933.33 regen - $13000
Lv 9 Meduim Shield - 115K - 933.33 regen - $14000
Lv 10 Medium Shield - 125K - 933.333 regen - 133 seconds - $15000

Lv 1 Heavy Shield - 60K - 1033.33 regen - $11000
Lv 2 Heavy Shield - 70K - 1033.33 regen - $12000
Lv 3 Heavy Shield - 80K - 1033.33 regen - $13000
Lv 4 Heavy Shield - 90K - 1033.33 regen - $14000
Lv 5 Heavy Shield - 100K - 1033.33 regen - $15000
Lv 6 Heavy Shield - 110K - 1033.33 regen - $16000
Lv 7 Heavy Shield - 120K - 1033.33 regen - $17000
Lv 8 Heavy Shield - 130K - 1033.33 regen - $18000
Lv 9 Heavy Shield - 140K - 1033.33 regen - $19000
Lv 10 Heavy Shield - 150K - 1033.333 regen - 145 seconds - $20000

Lv 1 Freighter Shield - 160K - 1388.888 regen - $16000
Lv 2 Freighter Shield - 170K - 1388.888 regen - $17000
Lv 3 Freighter Shield - 180K - 1388.888 regen - $18000
Lv 4 Freighter Shield - 190K - 1388.888 regen - $19000
Lv 5 Freighter Shield - 200K - 1388.888 regen - $20000
Lv 6 Freighter Shield - 210K - 1388.888 regen - $21000
Lv 7 Freighter Shield - 220K - 1388.888 regen - $22000
Lv 8 Freighter Shield - 230K - 1388.888 regen - $23000
Lv 9 Freighter Shield - 240K - 1388.888 regen - $24000
Lv 10 Freighter Shield - 250K - 1388.888 regen - 180 seconds - $25000

Lv 10 Battleship Shield - 500K - 2083.333 regen - 240 seconds - Included with ship

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

Post Tue Apr 15, 2003 12:50 am

Once again, great work reynen. I just have a simple question. On my trade route i usualy take to earn cash, at Montezuma base, the dealer doesnt sell any ships. Now i know you noted places where you are able to buy ships but, are you going to make it so you can buy ships in bases like montezuma, cause i dont see any ships available for purchase there.

Just a quick question. That's all. Keep up the good work

Post Tue Apr 15, 2003 1:35 am

Keep up the good work Reynen. Ya know, if you could use any help I might be able to spare a little time. I'm roughly an intermediate modder at Freelancer, and I know a thing or two about websites if you need anyone to finish that for you, you know adding in all the missing information. ^_^

Post Tue Apr 15, 2003 2:06 am

Well I am jsut about to release the beta but major problem. When using the large battleships like the rheinland and kusari, if you goto a planet such as california minor, you can dock, but when you exit the planet you hit the dock ring and are destroyed.

I am going to make the battleships, NON planet dockable otherwise people are going to be killing themslves when leaving a planet. After I make this change I will release the beta. I used to have the BS on california minor but have switched them to manhattan and pittsberg.

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

Post Tue Apr 15, 2003 2:16 am

Did you try renaming the docking ring collision file? That's what's done in most of the battleships mods.

DATA\SOLAR\DOCKABLE\docking_ringx2_lod.sur

Post Tue Apr 15, 2003 2:32 am

How can battleships really dock with anything? I wouldn't think you would be able to 'dock' a battleship with another battleship or station...? Do you actually 'land' inside a battleship with your battleship...? Landing on a planet seems like the only place your battleship could go, but I don't know any way around the suicide docking ring... I completely understand if you just need to 'dock' with another battleship just so you can make it work, if its the only way, we'll roll with it!

Is that battleship suicide the only known bug in the release...? Are there any other bugs we should know about?

Hey, the new shield thing sounds great! I will look forward to it!

I've asked this a million times and I'm sure its getting annoying, but are there any plans for random missions to kill stations and other battleships? That would kick ass.

Do stations come back after you kill them in single player mode?

The weapon effects look really cool, but sometimes when your shooting 5-10 of them at a time, it looks like one huge mass of white that fills the screen, and you can't see your enemy or much else... any easy way to tone it down a little bit...? This goes for the beam type weapons the most...

You said the cruise is set to 900, or better yet 450 in the next release, but my Dagger only goes 300 in cruise for some reason, but yet goes as fast as 450 in afterburners with the basic thrusters... Not sure if its your mod or some other problem...

Hrm... always thinking! Wonderful mod! We (the good ones, anyway) are all by your side! :-D

Post Tue Apr 15, 2003 2:39 am

Probably the meter on your cruise speed dial says 300, because it doesnt go higher than that number wise. but speed wise, it's at 900. trust me.

And reynan, i can see your server up but it's not responding to connections. just thought i'd let you know.

Edited by - imax on 15-04-2003 03:41:50

Post Tue Apr 15, 2003 2:43 am

Well, my meter does say around 450 when I am afterburning, and it does say 2500 when I am going through a trade route thing...

Post Tue Apr 15, 2003 3:01 am

Hey, Reynen, glad I could help. Could ya set the Battleships to dock with the mooring fixtures above the docking rings? I don't think they have any actual files or code related to that, but that's what the game says they are for. Just a thought.

Now, I haven't had time to see, but am I correct in assuming that there is no leveling anymore? It's kinda sad to see that RPG element go, but in the shadow of what you've accomplished, it's an acceptable sacrifice. Great work! Can't wait for Battleships...hehehehehehe...

P/-/3@R D@ D@\/\/G F00lZ

Post Tue Apr 15, 2003 3:08 am

When in cruise mode the speed always reads 300, that's a value set in the .dlls somewhere. But just because it says 300 doesn't mean you aren't going 900. To check this activate your cruise engines, wait for it to speed up a little, then press z. This will cut the cruise engines but keep your current speed, and you will notice that your speed slowly decreases from 900 m/s.

Post Tue Apr 15, 2003 3:11 am

Khaos:

Already use the ghost docking ring mod. It doesn't work.

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

Phroot:

Battleships can dock with anything but planets. You will see this as you test my mod.

The missions are kind of tough since I made the stations spawn very quicly after they are destroyed. In SP once you destrory them they are gone for good.

As far as the beam effects, there is not much I can do. When you are using that many beam weapons you're going to have alot of effects If I changed it, it wouldn't be a beam weapon anymore.

As far as the 300 display, I can't figure out where to change that so it shows actual cruise speed.

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

Imax:

I took the server down due to getting rdy to release 2.0 beta.

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

Bob:

You CAN dock at planets. Problem is when you leave the planet it forces you to use the docking ring. To dock with a planet all you have to do is target eh docking ring and it;s automatic dock. Just ESC out of the anim.

After I finish this I am going to release 2.0 beta.



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

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