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TEMP MOD FEEDBACK

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

Post Wed Nov 12, 2003 5:11 pm

TEMP MOD FEEDBACK

Erm- created this so you can:

a) Slate the mod
b) Post bugs
c) Post errors
d) Post fixes (feel free to try fixing stuff if you like)
e) Post stuff you like etc about the mod if you are so inclined!

Hope you have enjoyed it!
Chips

I don't see any names in the mod!

Okay - don't panic. I used the same dll files that the original game has, and nothing except newark station will be changed in the game for you. What you should do is manually copy the dll files from the exe folder of the mod (NOT the FL.exe file though!) and paste them into your freelancer EXE Folder

This will work becuase i used the empty slots in the dll files, so it won't harm your original game at all - apart from Newark station, and a couple of characters in the omicrons (if you haven't noticed, they are names of people from the TE most wanted board - lol)

Please make sure you are using the latest version of FLMM as then i know there aren't clashes with things!

Edited by - Chips on 14-11-2003 17:59:28

Post Thu Nov 13, 2003 4:03 am

I played it for a couple of hours this morning(my time ) and really enjoyed it, but I found a couple off glitches, some that might be on my side, the biggest is no names on anything weopons, ships, commodities, upgrades, none of them have names, also the Police openSP won't work, it gives this message Error: Unable to find dest 'body = pl_trent_body' in 'C:\Program Files\Microsoft Games\Freelancer\data\characters\costumes.ini' a little quibble is that the StarBlazer heavy fighters guns are wierd, the side guns are in the wrong place and are unbalanced(one of the side guns is lower level then the other) and some stations have wierd docking(the ship will launch from wierd places and sometimes when I hit dock it will instantly go to the interior of the station) both of the last two are little things that don't cause any problems, they just take away a little from a very good mod. Things I like are the new ships,(wich are nice quality) the upgrades, the new systems, and I really really like the OpenSP selections, and the new effects. More as I play more. Again, a very good mod[V

Burn the land and boil the sea, you can't take the sky from me *Firefly*

Post Thu Nov 13, 2003 4:28 am

Thanks, okay, the names is your end i am affraid. You will have to copy the dll files from the exe folder of TEMP mod in the Freelancer mod manager directory into your Freelancer directory. Don't worry, it won't hurt the game.

The bit about the starblazer, i will have another look.

The docking parts unfort are a necessaity, as otherwise you cannot dock the large ships. However, i can make it so that everything will disappear further out, its just that i like the docking sequences, although half the time they are obscured for sure - lol.

Hmm - stupid cops mod - will sort that out, thanks!!

Okay - thankyou, have fixed the Open SP Police bug now! Done!

Edited by - Chips on 13-11-2003 04:30:02

Post Thu Nov 13, 2003 9:22 am

What did you do to the MP start... those rogues are whores with speed... Lavablades will not keep up.

but um yeah the info cards are wrong in places. Liner - Mine Ship Mine Ship = Large Tran etc

-~-~-~-~
There is no Silicon Heaven! But where do all the calculators go ?

You could no more evade my wrath... than you could your own shadow!

Post Thu Nov 13, 2003 10:52 am

And where is this mod, I can't find it anywhere on TLR.

Post Thu Nov 13, 2003 11:24 am

@chips I played SP for a few hours yesterday and I have a few bugs for you to look at...this is in no particular order...

1. The "Borderworld Very Heavy Fighter powerplant" title doesn't fit into the boxes in the equipment list - it over hangs onto the scroll bar. I noticed that in some other equipment titles you referenced Borderworld as BW, from what i can see with the spacing if you amended it that way it would solve the problem.

2. I had a sabre and was docked on malta. I went to buy the Ravensclaw to check it out. I had the correct money in the bank. The money debits from my account, but I'm left with a sabre and penniless!

3. I noticed that when you do a SHIFT+W thrust, the sound effect of the thrust peaks at around about 70% when it should be 100%.

4. I went to freeport 10 on my travels and asked to dock. I was greeted with "proceed to dock 5"....my ship then proceeded to dock 4!

5. Leaving freeport 10 the cut scene which should have been my ship leaving dock, was in fact a close up of the dock wall which lasted about 20 seconds and then quickly cut me into mid flight outside of the freeport! bizarre!

But you'll be glad to know, thats all I've noticed so far. I feel I must congratulate you on this wonderful mod. It really does enhance the game without detracting from the original. I love the idea of second hand equipment, pirate equipment and variable trading rules. Its just fantastic. i feel honoured testing it

I'll be playing again at the weekend so I might be able to find some more for you - let me know if you are unsure about any of the bugs that I mentioned and I'll explain a bit better.

Grom.

Post Thu Nov 13, 2003 11:32 am

@tai-pan - its a mod from Chips thats being beta-tested by a selected few, so just ask him. I don't think he'll mind

*EDIT*
Corrected spelling

-/-/-/-/-/-/-/-

Juni: "From such humble beginnings your head grew to its present size?"

http://www.cardamine.net/

Edited by - cardamine.net on 13-11-2003 11:46:43

Post Thu Nov 13, 2003 11:33 am

HEY EVERYONE! IF YOU LIKE THIS MOD SUGGEST A NEW NAME FOR IT AT THIS THREAD

P.S. I hope you don't mind Chips

-/-/-/-/-/-/-/-

Juni: "From such humble beginnings your head grew to its present size?"

http://www.cardamine.net/

Post Thu Nov 13, 2003 11:43 am

Not at all. Okay everyone, about cut scenes, i haven't worked on them really - but i will look into it. However , i will do that as i iron out anyothers. The reason for bad docking stuff is that you will want to dock large ships. Now, i can make it so that you can only dock them through the moor points of planets (its a seperate thingy), but to make them dock at bases means stuff is going to be lost (ie, scenes cut strange etc etc).

So its all the other probs i am interested in! Just damned glad to hear that there aren't any crashes yet! LOL

Post Thu Nov 13, 2003 12:13 pm

@chips there was a moment when I first loaded it up that I thought it had crashed on me. The mouse locked up completely for almost 30 seconds on the main menu, then the music kicked in and everything was cool. Not something entirely important, but something you should be aware of I think.

PS. Any explanation of why I couldn't buy my shiny new raven in malta?

Post Thu Nov 13, 2003 12:24 pm

Like I said b4, I really would like to test. I have lots of time, and it looks like this mod have what we all have been looking for. So Chips, u can reach me on [email protected]

Post Thu Nov 13, 2003 1:32 pm

It takes a long time to load as there is so much to do right now. However, it seems to be going okay, no crashes (yet). I am working on some mods for the single players of ordinary freelancer. RIght now i have a 'build your own' one that i am finishing. You choose any of the 54 FL ships, choose from 40 starting points, choose from 40 costumes, if AI regen or not, if they shoot better or not, and hopefully if i don't overdo the new options feature too much, whether you get battleship encounters or not (with or without battleship killing missions to be sorted out though - LOL).

Kinda hoping that no bugs are found till i have finished that though! LOL

Post Thu Nov 13, 2003 4:11 pm

Say, are there any battleship killing missions on TEMP?

Out of the mod naming comp thing, I think that Neo_Kuja's name suits the mod the best so far :
Freelancer Evolution

Or if someone else can come up with something else, then post it here!

*EDIT* Did something wrong with the bold Freelancer Evolution lol

Edited by - cardamine.net on 13-11-2003 16:14:46

Post Thu Nov 13, 2003 4:35 pm

I died quite quickly yesterday taking what I thought was a bog-standard mission....I came up against 4, what-looked-like, battleships. However I suppose they may have been extremely large, slow moving gunships, but they certainly looked like battleships! They annihalated me in seconds. methinks I'll be more prepared next time

Post Thu Nov 13, 2003 4:50 pm

Oh yes, the battleships are quite, erm, ha, capable. Basically - you will need alot of good flying to beat them. It can be done, but you have to do lots of retreating, and using stuff wisely. The whole idea of the mod is that you have to carry a variety of weapons. Anyone used the static mines yet? They are good fun when being taken on by tons of fighters, lay em everywhere. I can make the battleships in missions easier to kill no probs, just thought a REAL challenge was in order - mwhahahaha

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