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Frontierspace ver1.0/1.1

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Post Wed Jun 14, 2006 12:00 pm

Thanks for the route man!! Don't know if I'll be playing much tonight coz' there much I gotta do (both game related and RL) But I'll be having the nightshift later this week and it'll be cool playing when I get home, in the early morning (too bad I don't have a laptop, I could play at work).


You might want to consider playing on OpenSP

As far as I know, the custom factions will be 100% neutral... If not, you have found a remarkable fix for that problem!

For exploring purposes it won't matter if the added factions are neutral, but to actually 'live' an in-game life (and enjoy your hard work to the max), it's probably better to play it on my local LAN. And by deactivating and activating the mod again, you can also choose a new starting location, and still keep the other character(s), right?

Post Wed Jun 14, 2006 1:22 pm

Thats ok you're welcome for the path. Still might take a while finding the jumpholes anyhow.


As far as I know, the custom factions will be 100% neutral..


To who the player? missions/M13.ini has all of the relationship side of things for all factions in OpenSp. And, each faction has their relationship with other groups in initial_world.ini. They should be ok.
I have had to add every faction to every other in initial_world as quite a few of them can be chosen from the multiplayer startup interface. One of the testy servers i ran was a Bundshuh start. I did just end up popping off to sig13 and doing normal pirate stuff, but a server could easily choose a faction and have all of the new players joining in one side of a conflict. The Fed/Imp one is pretty obvious.

Edited by - Mace_166 on 6/14/2006 2:24:55 PM

Post Wed Jun 14, 2006 3:44 pm

Hehehe. Next time a pack of Jackals want my cargo I'll hand it over, or run! I thought I might as well open fire at them, and one and a half second later my Anubis was disassembled (and so were my bodily atoms).

Anyway i just made a new character at Lave, and took a short look into Omicron Eridani, and these systems look beautiful!!! You did a good job with the coloring. (Btw it's also possible to get rid of those little black triangles around some stars that are visible when the space_color is not black. I can explain if you bother; you need the UTF editor and -preferably- photoshop. But it's just a cosmetic thing and I can imagine you want to concentrate on more important issues.)

Okay I'm gonna go back to Lave for half an hour or so and then to bed.

Post Wed Jun 14, 2006 4:19 pm

Oh, yeah the weapons are much more dangerous now. Not only are most existing weapons increased. But, they are set to 160% damage mod as well and have 1.5 times the muzzle velocity. Meaning weapons quite often have more than 1000 range.
If you're in Lave and head west you should pass through Diso, Leesti and finally Riequat. Riedquat is one of those systems that are under only pirate control. There's a junker base, jackal base, raiders and a unique group who only operate in that system (based on the raiders).
The triangles do look a bit rubbish. I've noticed them before and thought they were just a lame part of the game. If you have the name of the dds to modify i'll see if i can go through it.

Post Wed Jun 14, 2006 4:36 pm

The weapons are strong indeed... Again it took about slightly more than a few seconds to get blown upm bt Raiders this time... Now I'm certainly not the best fighter pilot around, but I wonder if you haven't overdone this a bit... Well maybe I just get to get used it...

What dds you've to edit depends on what stars cmp you use, of course. I would do both the basic and the complex stars for the systems involved. You'll have to do them for each background color you use... and in Lave I was just wondering, because there's sort of a gradient in the sky, if it could be done at all. In Tau whatever (the blue sky system) and the pink nomad systems, also systems with some kind of gradient, the game just doesn't use any stars.

Post Wed Jun 14, 2006 6:19 pm

I've been playing FrontierSpace on and off for a few days, and I just want to say it's the BEST mod I have played so far! Fantastic job, Mace!

The new systems I have found and explored so far are beautifully done, I find the game much more difficult, but in a fairer way than many other mods if you know what I mean, and overall, it's a hell of a mod.

I did find a minor glitch, however. I play OpenSP and like to hunt for wrecks when I start with a low-level ship until I make enough money to outfit my favorite ships, the Anubis then the Sabre. Anyway, I found the Omega 37 system and it's treasure-trove of wrecks. When a wreck dropped a turret, it would show as loot then immediately explode before I could tractor it in. Is that supposed to happen?

Mace, are you open to suggestions for the next release of this mod? I have a cool idea I have always wanted to see included in a mod.

cheers

Post Wed Jun 14, 2006 11:48 pm

@Moonhead, the game is tougher, but by the time you would normally be at Lave you should have a decent VHF with max weapons, top level shield and armour. The Anubis is not really going to stand up too well. **Hint** Pop to Gammu and get friendly with the Order and you'll find a better version there.
I'll look into the stars sometime, though it will most likely be one of the last things to be changed. Its dumb, but dosen't ruin the gameplay.
@OddBall0613, cheers for your comments. Omega-37 is filled with derelict ships, its something of a vessel graveyard. The transport sized weapons do blow themselves up as part of the fuse, so that ones normal.
Feel free to post ideas and comments.

Post Thu Jun 15, 2006 5:41 am

Cheers Mace. I just thought it was a bit odd that the turrets would show up as loot just before they explode. Never saw that happen before.

Ok, on to my idea. Remember, I know absolutely nothing about modding so I don't know if this is even possible..........

What I would like to see is the ability of players to have their own small base that can be placed anywhere the player wishes. It doesn't have to be anything fancy....just a small nondescrept base. It doesn't need to be populated, no bar, no ship dealer and no equipment dealer. Just a place to drop off loot.

Ok, maybe you are wondering why I like this idea? Well, as I mentioned above, I like to hunt for wrecks when I begin a new game. What I don't like about doing that is that I find I am going way out of my way a lot to go to systems that have better deals on the loot. Sure, that may be a good way to explore, but I would rather explore when I have a better equipped VHF.

So, why not have a base where you can drop off loot and save it there until you have enough to make a trade run really worth it? Why fly around with 10 escape pods in your hold when you can drop them off, go and get some more then make a run with 50?

Maybe include the ability to start the game with two ships? One low-level fighter and the other a low-level freighter? That way, if you like using VHF's, you aren't restricted by their limited cargo space. You can just fly to your base, jump in your freighter, grap some loot and go and make some money.

Again, that's just an idea. Don't know if it's possible or even feasible.

cheers Mace

Edited by - OddBall0613 on 6/15/2006 6:43:37 AM

Post Thu Jun 15, 2006 6:16 am

@Oddball, i like your ideas and if they were possible then i would have added them. Unfortunately, it wouldn't work with the game engine. Bases do not hold x amount of a good. it sells any amount of good instead.
Likewise with ships, you could have it selling up to 3 ships but you would have to set them. Unlike games like X-Beyond the frontier, it dosen't keep tally of whats being held where.
I did think about making a few player owned bases, but then how would multiplayer work? Who gets to own them? They would have to be always in the system (not generated by an option), but the only way i can think of doing it is to have a bribe to increase reputation with a custom faction who are in control of the base. Then anybody could pay the bribe and gain access.
I'll see if i can work something out. But, it won't be most likely for some tme yet.

Post Thu Jun 15, 2006 6:46 am

Cheers Mace. I had a feeling that it wasn't possible.

No harm in dreaming

Post Thu Jun 15, 2006 11:45 am

Well, you could have bases that are only available to a single player. However, it would require a seperate small mod which only that player has which includes that base. The players who do not have this mod, would not even see the base.

Now that I think about it, this may not be possible with a base, but it is with a system I know for sure.

This would be one way of having this happen. I do not believe that using it as a storage depot for your loot woudl work as Mace stated. Once you exit the base, it would be gone as Freelancer has no way of keeping track of a bases invemtory dynamically. This could be a cool thing to work on as it may be possible, just has not been discovered yet or has not been looked into yet.

There s a ton in the EXE which is not used in the game. MAybe when and if Microsoft releases the game code, we may be able to do a lot more with the game.

Post Thu Jun 15, 2006 2:30 pm

Mace is there a brightness control on some of those systems j/k Delta Pavonis is sunglassses material lol especially after the dark Eta Cassiopia (sp)

I really like what I've seen so far especially now that it's finally dawned on me where the system and base names come from (I'm old and getting senile).

Thats the good news now for some bad.

BUG REPORT

3 CTD's in system BW22 (can't remember it's name), in the bottom right as you look at the navmap theres a base called "sanchez", twice I approached it from the Ross 154 jumpgate and crashed within 5k of it. The third time I came from top right on the navmap and got to dock with the base, but 30 seconds after I left it I crashed again. Spew gave me these each time.

WARNING: CExternalEquip: Object (XXXXXXXXX) missing hardpoint Spew had 82 of these after the first CTD purely for BW22
WARNING: invalid MSG id There were 4 of these after the first CTD

As I managed to dock with the base I know it's not the problem, add to that the RED LAG I'm getting on my LAN in that system, and the noticable slow down when NPC's spawn, I'd say it's the loadouts that need checked.

MINOR BUGS (cosmetic)

A lot of the custom bases don't appear in the best price list in the commodity dealers.

Missing trader NPC's in some bases

I'm sorely tempted to have a look at the loadouts myself just to see if I can nail the culprit.

**shuffles of with a new headache**

Post Thu Jun 15, 2006 3:11 pm

Hey Bejaymac, yeah it was initially based on Frontier. I even managed to download and play a copy, but it just wasn't the same..
Anyway, Bw22 is Miogre and the Sanchez base is Corsair. I had a look at the patrols and they are fine. Then noticed (by spawning there using OpenSp) that i'd somehow missed out the mbase for the station. Seeing as how there are patrols starting from the base that is a CTD.
If you want to get rid of the crash you should just be able to delete the corsair patrols (there are two) and you should be able to carry on ok.
The base is equiped and has commodities, its just the mbase/missions.
I'll add that one to the fixlist.
I don't know whats going on with the bases not showing up in the best prices. Its possible there is a system in there between the bases. I'll take a look through.
There is also a jumphole by Sanchez leading to Belliati (good system) that needs to be named. I'll add that one to the list too.

Post Thu Jun 15, 2006 3:56 pm

*Sigh* Frontierthat brings back memories, I used to play that on the Atari ST, I've also got an ST emulator some where with a disk image of the game as I used to play it on my PC before Freelancer came out.

Senility is definaitly setting in, I landed on the base and never even checked to see if there was anybody on it, I was that releaved to have docked that I left to go and check some of the other systems without even looking.

I don't think you've got all of the base info cards added to the InfocardMap.ini, I had a quick look and some of the ids_info numbers aren't listed in the ini.

*EDIT* Just seen you have a front_freelancerlogo.tga that doesn't show on the menu screen, the RGB channels should combine as white and the design gets added to an alpha channel. Their hard to see and do on paintshop but programs like the Gimp and Photoshop make it easier to do.

**shuffles of with a new headache**

Edited by - Bejaymac on 6/15/2006 5:26:03 PM

Post Thu Jun 15, 2006 6:49 pm

hey mace i get a ctd when trying to but the thargoid warship at iether location

great mod by the way cant believe how few probs with it so far for being first release

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