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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 Tue Apr 15, 2003 5:33 pm

Yeah, I noticed the collision damage a bit too low, I did like it better when it was more dangerous to travel through an asteriod field at 910285098 meters/second...

Hey, why can I not see the 'Editting forum' on the main forum page anymore? I have to bookmark this topic!

I posted a buncha remarks and suggestions above, any feedback would be highly appreciated

Thanks, and keep up the great work!

Post Tue Apr 15, 2003 5:43 pm

1) Shouldn't really make a difference considering the fact that 2.0 installs to its own directory separate from 1.6, so it shouldn't be overwritting anything. But I did delete all previous versions just incase.

2) Did it.

3) I tried the ZIP version and it worked fine, but the flmod version still returned the same error. This must be specific to the flmod file, maybe you can recreate it to see if that works? (I tried this and it did work)

I had reinstalled the game a day or so before getting 2.0 and I hadn't activated any mods prior to getting 2.0, so that isn't the problem. Also, I have no idea why anyone would end up using a file specific to 2.0 on the 1.6 version of the mod, but then again there are some strange people out there.

One other thing, the ghost docking ring mod works fine. My Liberty Battleship moves through the docking ring as if it wasn't there. The problem with the Kusari and Rheinland battleships is that they cannot escape from the planet's atmosphere fast enough (they are too large), that is what is causing the damage. Also, the center rectangular section of the docking ring is still solid, so the Rheinland battleship might get stuck on that since it is so wide.

Edited by - Khaos on 15-04-2003 18:45:09

Edited by - Khaos on 15-04-2003 19:19:11

Post Tue Apr 15, 2003 6:25 pm

wow your mod and b5 together well thats great

Post Tue Apr 15, 2003 6:43 pm

Oh one more thing ... BS can't afterburn. Just mentioning it.

Btw, I am glad you didn't make all the ships have the same max flight speed. You mentioned it in a post but in the beta2 its still the same as in 1.6.

Did you normalize back the time it takes to activate cruise engines? In beta2 it feels a little longer than in 1.6. If it is then its good because its kinda difficult to wasp someone when you do realize that he/she has initiated their cruise engines. Even in SP where they do warn you, you won't have much time to fire hornets but in MP its near impossible.

And another thing, the armour for weapon platforms are still weak. You can destroy it in a few shots.

I am happy with the enemy NPCs. They do better damage now and are not wimps. The first time I lost my shields was the time for me to rethink my piloting. Now even when I am on their tails I have to strafe left and right since their guns can still take a shot at me. And this was on the second mission.

PS: The cruise speed indicator is 300 for me too. Just mentioning it since you said that it is 450 in beta2.

Edited by - RaDiAtIoN on 15-04-2003 20:11:43

aka

Post Tue Apr 15, 2003 7:52 pm

I dont see why ppl are so excited about piloting bships . Imo, they are very boring , slow and the sounds are so very faint, so it doesnt feel like you are in action.

Battelships are very interesting opponents though. Fighting them is a good challenge and might require teamplay. So Adding missions vs battelships would be a great plus.

As for piloting, I think we need a new class of vessels, something between bship and heavy fighter. About a size of a gunboat, so we dont get all those docking problems etc. I hope there are will be a lot of new ship models available soon for this purpose. Im running a server for a quite long time now and I noticed that hardcore players need a lot of different ships (expensive weird ships hidden on secret bases etc) and a good challenge. Would be nice having a server-side tool for spawning a huge fleet in some system or a destrpyable station with dozens of weps platforms and fighters to protect it.

As for destructible player bases, i think its a bad idea. Anything which crash server and clients should not be in the mod.

I have tried v1.6 and must say the mod has improved a lot. Good job, Reynen.

Post Tue Apr 15, 2003 8:27 pm

Heh... this could be crazyfying, but what if ya moved the docking rings of each planet out a ways from the planets? Would this change anything? Would it screw up the AI pathing? Would it take forever?(yes)

Can't wait to try 2.0 later. I'm gonna try to keep a server up as much as possible.

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

Edited by - BobTheDog on 16-04-2003 01:24:47

Post Tue Apr 15, 2003 8:36 pm

Hey, Reynen, I'm hosting "Reynen's Mod Beta 2.0" right now, and I checked the console, and it said:

C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'Animation' [ returned [OK
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'Hardpoint' [ returned [OK
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'RenderManager' [ returned [OK
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Rh03_04_Base = Ulm Border Station) failed.
E:\FL\Scratch\Source\Common\BaseData.cpp(339) : *** WARNING: base name Rh03_04_Base = Ulm Border Station is unknown in market data file ..\data\equipment\market_misc.ini
Starting logic thread...
Server running, ready for log in.
Connecting to list server...
Established connection to list server...
Sending game information to list server...


As you can see, it has two errors:

E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Rh03_04_Base = Ulm Border Station) failed.

and

E:\FL\Scratch\Source\Common\BaseData.cpp(339) : *** WARNING: base name Rh03_04_Base = Ulm Border Station is unknown in market data file ..\data\equipment\market_misc.ini

I dunno if this is me, or something you are working on... Just thought I'd let ya know.

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

Edited by - BobTheDog on 15-04-2003 21:39:18

Post Tue Apr 15, 2003 8:47 pm

Oh humm. Now light, heavy and very heavy fighters have the same flight speeds! Which is 200. Hmmm, I know the reason is because of docking but is there a way to change the speed between them a bit? May be a 5 difference as in light fighters 200, heavy- 195 and very heavy- 190. Just an opinion.

Post Tue Apr 15, 2003 9:16 pm

I don'tnow if there's a way to post how to find my server specifically, but if ya find my server, tell me if there are problems, or if it even works. Thanks guys!

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

Post Tue Apr 15, 2003 9:31 pm

A good ship to put between the VHFs and battleships would be the already existing gunboats. They don't have all the docking problems, they fit rather nicely.

Post Tue Apr 15, 2003 9:46 pm

Hmmm! Lots of good feedback this time! I am really glad to see alot of the major bugs being worked out )

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

Radiation:

I actually turned down the sound sof the BS because they were WAY to loud.

Hmm Well I can turn up the collision damage, it's kind of a grey area. Half the people loved it and half hated it with a passion. As some said it actually makes them work at the game....

As far as the BS afterburn, I need to add a thruster, mine, and countermeasure to the battleships. Those are already on the agenda

I also tried changing the speed on all the ships to 200, but the freighters and BS didn't work quite right so freighters are at 150 and BS at 100.

I will change the Armor platforms, I am having problems locating the values for it. In the solararch.ini it is set at 3 mill, so I am not sure what the problem is. You can verify this yourself

I am glad you like the NPC damage but I have had complains that they are TOO hard now.....it seems some people get really upset when they die....got cussed out in an email becuase the NPC killed him and he was suppose to be invinsable....

I have not found a way to change the cruise display, nor has anyone else. If someone has figured out how to change this please let me know. You are going 450, it just doesnt show.

I can also reduce the ship speeds, but please bear in mind that will effect their manuverability severely, even if it's only 5. You may also have problems docking.

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

Phroot:

1: Aye the only way I could think of selling the battleships was at a staiton because otherwise if sold a planet, the kusari takes heavy damage and the Rheinland is destroyed trying to leave.

2: I really am working on balacing the dogfight, IMHO ALWAYS at least carry 2 paralyzers. They take out 25,000 in shields each and you can fire then every 5 seconds. The best strategy is to not load up with all the same weapons, mix it up a bit. Especially with the higher end ships. Here is an example I use for the Sabre

2 Paralyzer Missiles
2 Cannon Ball Missiles
4 Arch Angels
4 Avengers
2 Heavy Starbeams
4 torpedos
Mine and countermeasure.

I would suggest using this for the dagger

4 heavy starbeams (good dmg, high speed, low evergy drain)
2 paralyzers missiles

That should make it alot easier.

3: Aye that is because anything that fires at them can hit them. They are big, slow, and have a big bullseye on them. You don't even really have to aim to hit a BS and the AI is pretty good

As far as the other stuff

Dynamic economy would be nearly impossible or me to do alone. To many variables and I don't have that kind of time

Random missions against BS - That is possible. Problem I have been having with player specific missions is detecting when the player logs on and if they log off before the mission is up it crashes the server.

I am not sure how to target NPC bases for missions yet.

I really don't want to put in weapons that would make people have a disadvantage, I would get flamed to no end about bad design They say the weapons suck and ask why I put them in the first place if they werent good...

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

Khaos:

I am not sure what is going on with the FLMM version. I am not getting any errors when I install it myself and I test these very carefully before I release them.


As for the battleships, the liberty and bretonia work fine. The other two are way to big. I need to figure out how to get rid of the gate. If you notice when you leave a planet with the RHeinland it is fine UNTIL you crash into the docking ring. At least that is what it looks like to me.

I am still trying to find a solid BS solution I appreciate any help I can get.

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

Cmdr_king:

Yes it will be nice, but I am the only one working on it...it is a HUGE undertaking.

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

Aka:

Battleships where in the highest demand so I gave it to them. I am working on gunboats. I try to please the most people first, sorry. I will also try and add in cruisers. That should be a good middle ground.

I will work on adding cruisers and gunboats in the next phase of 2.0, will that make you happy?

Again as far as destructable bases....many many people wanted it. I got tired of hearing people asking for it.

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

Bob:

If you can figure out how to get rid of the docking ring I will be VERY HAPPY. I have been working on a BS solution but so far have come up with nill.

I am at a roadblock and need some serious help. I'm doing all I can.

As far as the serve errors, I've never heard or seen of them before, BUT it looks liek you are missing market_ships.ini. Check the directory to see if it was copied there.

The first error looks like it couldn't find the base in solararch.ini

I will try and reproduce it, can you give me the exact steps you took to produce this?

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

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

Post Tue Apr 15, 2003 10:45 pm

I'm no uber modder, and what you've already done is way beyond the scope of anything I've done, but I'll se what I can come up with about the docking rings.

As for the errors:

I uninstalled any mods, re-installed FL (didn't un-install), installed the new FLMM, installed ver. 1.6 of your mod, then you released 2.0, so I uninstalled 1.6, deleted the 1.6 folder and files in FLMM, and installed 2.0.

And yes, it did copy the market_ships.ini, so i dunno. The errors are referencing .cpp files, so that's really confusing.

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

Post Tue Apr 15, 2003 10:45 pm

I *love* the feedback from you Reynen, it really feels like your incorporating our thoughts and thinking about them, your the man!

I will try to reply to as much as possible:

The sound was relatively fine for me with the BS.

How about cut the collision damage in half from version 1.6 when it was at its most deadly. Right now, collision damage seems too low... It is nice to worry about colliding a bit.

I noticed the lack of afterburn on the BS, but it is so big, I wouldn't expect the BS to go much faster anyway...

So far, the NPC damage has been okay for me, still sometimes a bit easy, but I am still at the start of the game.

The cruise display is really just a minor detail... we can ignore it.

1: I understand, we can roll with it.

2: I just came to a mission, where there must be 15+ ships to kill, and its a single player mission, and I sh*t my pants. I can try the assortment of weapons you gave me... I think it has much to do with the fact that all NPC ships have the same 100,000 shields with 15 min regens... How about have NPC ships spawn with their certain sheild according to their ship size and difficulty like in the original freelancer, and allow their shields to charge, because it will be fine for them to charge because they only have 10k-60k top shields, instead of everyone having 100,000... it cuts down on the variety and only allows for long dogfights, and dogfighting is such a large part of this game.

3: The battleship damage is aight for now.

Understood, stick to bug fixing and things you can do instead of tweaking all the economy variables.

Keep up the work on the random missions against BS, we shall love it if it works.

I am not sure how to target NPC bases for missions yet - Aight, no problem.

It just really cuts down on that 'variety of weapons' aspect of play when you can only buy this small portion of the game's available arsenal at every point in space. In single player mode, I've played for a few days, and I've only found a single drail weapon... I feel like I'm going to use the Promethius and Avengers and paralyzers for the entire game, and never really see much else when I hear there are incredible amounts of weapons in the game. For the missles, it seems like I have only really 3 choices of missles... Shield missles and hull missles, and a mix of the two, and that these missles were only made to try and even out the dogfighting... Personally, I think the dogfighting wasn't so bad before the mod, but I love your new improved AI, but with the shield changing (your working on this, and I like the current buying system for the player, but the NPC shields are still all the same) and weapon selection locking, it kind of holds back from the variety... Is there a way to have that variety and balance without the downfalls of disadvantage? If the weapons are balanced like you say they are, why would someone be at such a disadvantage?

You should try and get together with some other Freelancer mod makers, get a little team together for this wonderful huge mod

We can wait for the cruisers and battleships, we understand you have a life

I don't know anything about the docking ring... =
It is an undertaking, and you are the god, so everyone has their prayers

Post Tue Apr 15, 2003 10:52 pm

REY! I THINK I'VE GOT IT! In the li01.ini there is:

[Object
visit = 1
nickname = Li01_01
ids_name = 196766
pos = -33270, 0, -33039
rotate = 0, -10, -10
ambient_color = 255, 0, 0
Archetype = planet_earthgrncld_4000
ids_info = 65759
spin = 0, 0.001000, 0
atmosphere_range = 4200
burn_color = 160, 222, 245
base = Li01_01_Base
reputation = li_p_grp


[Zone
visit = 1
nickname = Zone_Li01_Manhattan_death
pos = -33270, 0, -33039
shape = SPHERE
size = 4100
damage = 2000000
sort = 99.500000
density = 0
relief_time = 0
population_additive = false


[Zone
visit = 1
nickname = Zone_Li01_001_Planet_Li01_01_atmosphere_burn
pos = -33270, 0, -33039
shape = SPHERE
size = 4600
edge_fraction = 0.070000
spacedust = atmosphere_gray
spacedust_maxparticles = 250

the first zone is the part that hurts you! if ya make it smaller and or hurt less, you can make it out of dock in the big ships, at least in theory. I'm gonna try it now. Check back in with info later. As for the docking rings... I'm getting to it...

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

Post Tue Apr 15, 2003 11:08 pm

Rey, are there any BS I can test, or are they not in this release yet?

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

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