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***New mod OpenSP MOD v1.1***

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

Post Tue Apr 08, 2003 4:55 pm

I want one too.

Let's get those missiles ready to destroy the universe!!

Post Tue Apr 08, 2003 6:27 pm

I find your this really cool, but when I tried to edit the m13.ini. Freelancer would allways crash when I start a new player. I don't known if its me or your mod. But I would love to have this fixed.


thx

Post Tue Apr 08, 2003 6:49 pm

Hi all,

You can get the mod at:

http://kx.creaion.com/OpenSP/index.html

Post Tue Apr 08, 2003 7:27 pm

Hey Xerx,

Your mod is working out great in single player mode. Keep up with those improvements.

Rheinland Battlefleet confrontations in the Sigma Systems,

Rheinland Invasion of the other colonies.

Like to see King and Juni and all the other major characters in the Storyline to show up outside the storyline in any improvements of your mod.

Thanks

Post Tue Apr 08, 2003 9:51 pm

got your email with it the other night, very prompt, thank you.

I goofed around for a few hours last night, and I didn't find any bugs to report, which is a good thing, last time I checked!

I havn't made it out to some of the formerly locked holes/gates to check them yet, i'm still working my way north.

kudos on the excellent mod!

Post Tue Apr 08, 2003 10:20 pm

@God of Death
You can not use the default Windows Notepad text editor on M13.ini since Notepad will not save the tab delimiters. Use the Windows Wordpad in accessories and open the decompressed M13.ini file and edit away. Wordpad works. Also, there is a BINI tool in utilities in the download section to make changes.
--------------------------------------------------------------------------
Thanks for the feedback and e-mails. Good to hear most people are having good luck. I was informed by a Senior Modder that there maybe a buglet if you are using any other MOD the modifies Empathy.ini. I need to look at that and also fix it.

Editing the content.dll the hard way the first time; buglets. Where is a copy of that program called RAID the auto-kills bugs? I need to check out the content.dll some more and fix some loose ends. Thanks for playing beta tester for me.

I wonder when they will upload it at Lancers Reactor here? Maybe they are testing it?

Mirror site to download by courteous of LonelyTower at

http://kx.creaion.com/OpenSP/index.html


Edited by - Xerx on 09-04-2003 02:37:39

Post Wed Apr 09, 2003 9:27 am

Thanks, this is exactly what I've been looking for! You da Man Xerx.

Post Wed Apr 09, 2003 4:57 pm

Progess of Project direction in future, and it looks good:

Yes, making euipment and weapons and ammo take up volume in cargo hold; I am doing that to add to my OpenSP MOD. There will be space required for euipment and ammo. If the euipment is mounted; then it does not take up space; it is on the outside of hull. No shield or nanobots loot drop, must buy from Faction friendly base.

I may just make Nanobot a Repair Droid with differnt levels to buy. Shield batteries will be Shield Regenerator of varing degree (think Privateer 1 original).

This is too make carrying around 100 guns/shields unmounted for a fighter impossible. I am seting the batteries and nanobots to .2 and missles to .1; do not worry about missles, they will be more effective (most do not hit well) and only the larger ships will be able to carry a large complement. Torpedoes will take up even more space.

I want the game to be harder in a smart sense. I have alot of MODlets to add in for a ulitmate Elite style game play. OpenSP 1.1 was the foundation stne for the new universe.

I am adding more cantraband; Pilot faction Escape Pod drops, Vips and Prisoners; Wromhole Radiation damage to varying degree to unstable jump holes; Gunship cruiser patrols for more exciting engagments; Rebalance Factions so that certain items to be obtain must be on real good terms (faction will mean something); Random event wars between house with planets changing alliance back and forth; some real missions via the old bribe offer screen (that wil take time); Dock fee for certain jumpgates; rebalance weapons to shield damage constants to be more interesting; rebalance all prices and levels to make harder; Make engines and powerplants and tractor beam and Cargo Scanner buyable items; limitations are the size to stop putting a heavy fighter engine on a light fighter class (it could be done but it will hog up space.). added in AI regenerating shields as normal.

It will not be a walk in the park anymore, these will be money sink holes and AI routines are being tweaked. Ship Repair Cost increased, it also made it so you can actualy lose parts like wings and weapons in a dogfight a small but significant chance (before it was extremely rare). Although this is for SP; much of it will work in MP.

Added in hull options armor and weight to all euipment; light fighter class loaded light could take out a heavy loaded weighted down pig heavy fighter due to mass....it is a rock, scissor, paper effect between the ships classes. Make for diffenerent ship fighting style (every ship will always have a counter!) makes for smart gameplay. No ship will be worthless. I even made a Miner's ship with a sensor jammer (hacked content.dll) to hide somewhat from Pirates while mining in the field; which clases should get to buy this and efectivenes needs to be tested for balance.

Yes, even the cloak can be activated and deactived by hacking the content.dll via a hot key (i was fixing an annoying bug with hotkeys not working or not-exist for looking a loot; sub-system targeting; Solars; ships only, etc).

For now, I have Random Price Fluctuations and euipment and rooms randomized some on game start only for now. Later I can add in the content.dll to commad it to re-read back in good.ini when loading a new system (in effect a Simulated Dynamic Economy). Oh yes, more ship cross classes variations.

This will take alot of testing to see how the balance goes. The easy but important stuff is being done one step at a time and harder stuff will take even more time. i hope people will still be playing game; but I will always be putting out more content to my Elite\Privateer MOD. I may even script in some decent open ended story in it. It will be a puzzle and will not interfere with game. I wil update your log book to reflect where you are at in the optional Fan boy made missions (it will be huge and interesting; think Privateer 1 original).

Did I foget to tell you about Random Universe Creator...with options.... never same game twice....

---------------------------------
Give me a house I sleep for the night; give me a hammer, I sleep forever.

Medieval Man had Lock Pick; Modern Man has Hex Editor.

Post Thu Apr 10, 2003 8:55 am

ok, your ideas sound really great, that would be the game we all expected freelancer to be

now, one question about the current release:
i didnt find it anywhere, but it is still possible to do the storyline?
i would love to fly these missions in an eagle.

Post Thu Apr 10, 2003 9:19 am

Try the OpenGate MOD for download here at this website. It leaves the story intact; thus allows you to explore the universe in between/ during missions.

Some gates will open and close due to story script, but most of the time it is completely open jumpgates. Start a new game. OpenSP v1.1 opens gates also BUT removes all story missions.

This needed clarification. OpenSP v1.1 is NOT the sequel to OpenGate MOD v1.0; as was described in news. It is easy to get that confused. One has No Story while the other has the story intact, respectfully. They both open jumpgates and holes.

OpenGate MOD could use an upgrade but then you would need to install 13 files instead of one, I never got around to it....

---------------------------------
Give me a house I sleep for the night; give me a hammer, I sleep forever.

Medieval Man had Lock Pick; Modern Man has Hex Editor.

Post Thu Apr 10, 2003 2:50 pm

First, thanks for e-mailing my file requests, I know that takes time . Secondly, have been playing the newest version for a couple of days now and seems to be working fine. I especially like how your level requirement amount shows the amount required.

Please keep up the good work, I know I appreciate all of your time invested in order for people like me to enjoy the game in different ways-look forward to your next release.

Post Thu Apr 10, 2003 7:13 pm

hmmm, what about levelling in the "old" opengate mod?

is it still bound to the storyline missions?
if yes, it would be rather useless, as you first need to do the storyline before being able to buy the bigger ships

Post Thu Apr 10, 2003 7:28 pm

sp00n-- yes, the old OpenGate mod requires you to finish story missions to level up... but it lets you go more places in between than the base game.

If you want to level simply by making money, like in MP, then grab the OpenSP 1.1 mod... it works like a charm. But, it totally takes out the storyline.

My recommendation is, play through the game unmodded once, and finish the story... it's very cool... then, load up the OpenSP mod, and start a new character and play any way you like to your heart's content... a truly FREE Freelancer.

edit-- D'oh, I didn't read your above post about playing thru with the Eagle... I suppose the way you could do that is, use the OpenGate mod, and then mod the level requirements for the ship purchases down... then just go and buy it when you get the chance, and continue with the story...

OldSlick-- be careful about the money requirements listed... they are not accurate. Those amounts come from the SP storyline requirements, but have been eliminated in the OpenSP mod. The actual leveling requirements are the same as in MP, and are listed in some .ini file, but I forget which... Xerx could tell you for certain. Just be aware, while you are playing you will often see your current value WAY exceed the "Next Level Requirement".

Edited by - Warlokk on 10-04-2003 20:30:50

Edited by - Warlokk on 10-04-2003 20:33:51

Post Thu Apr 10, 2003 8:14 pm

"Yes, even the cloak can be activated and deactived by hacking the content.dll via a hot key (i was fixing an annoying bug with hotkeys not working or not-exist for looking a loot; sub-system targeting; Solars; ships only, etc)."

Come again? You mean you got the bloody thing to work properly? If so, you have my COMPLETE and undivided attention...

Edited by - Nephilim on 10-04-2003 21:14:49

Post Thu Apr 10, 2003 8:23 pm

i already finished the single player, yet i think it would be funny to do it again in an eagle.

so what i seek would be a mix of opengate and opensp... darn.

hmz, how hard is it to remove the level requirement either of the ships or the level limit concerning story line missions?

and could u -by chance- give me the information for editing this?

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