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Warriors of the Sky, Alpha 4

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

Post Thu Dec 02, 2004 11:48 pm

Codename:

I'm sure they died... there's a Death_Zone under the ocean... nothing can survive it, and the AI is almost 100% certain to hit it, either coming or going. So... perhaps they avoided hitting it on their way through (the server is awful about tracking AI movement in general, and tends to let AI ships lag-warp through things) and then died when they "resurfaced", but by that time, you were too far away? It's possible, and I've seen it happen occasionally. I haven't the foggiest how I can stop it happening, though

Post Fri Dec 03, 2004 12:12 pm

I cant seem to launch without the game quitting back to the server select screen.
any ideas?

Post Fri Dec 03, 2004 1:20 pm

Erm... does the game crash, or does it just return to the "select server" screen? I.E., can you select a server?

Post Sat Dec 04, 2004 12:40 am

2nd option

Post Sat Dec 04, 2004 2:24 am

Hmm. So... you're going through and selecting "Multiplayer", and then Internet... and then... you get there, and it goes back to the main screen?

I've never, ever seen it do that... here. I totally believe you, but I'm not sure what might be causing that. When I get Beta 1 done, we'll have to make sure that this isn't occuring... would you be willing to beta-test the Beta before public release? I can zip it up and send it to you when the current build is stable (i.e., in a couple of days), and we can check to make sure this isn't happening with the current code, which is considerably different. Let me know if you're willing to take a look at the current rough-cut- it doesn't really have much new content in it (yet), but just as a guinea-pig...

Edited by - Argh on 12/4/2004 2:56:34 AM

Post Sat Dec 04, 2004 5:01 am

i can test it, but i need a server remember.

about the prob with alpha 4, i can get to manhattan, and buy ships, waps and stuff, but when i launch, i get sent back to server select. i;m going to try again now though.

Post Sat Dec 04, 2004 5:08 am

Don't worry, when I release that version, I'll put up a server for you. For that matter, I'm more than half-tempted to put up a Test Server for Alpha 4 this weekend... just so that I can goof off and kill things with people a little bit. In fact... I'll put one up... right now... I won't be there (taking care of IRL things) but it'll be up... in about 5 minutes, and I'll keep it up for awhile

Post Sat Dec 04, 2004 8:58 am

aha! alpha four is working. Ive tested a number of ships and want to point out a few things:

1. Bombs drop at the rate of about 10 a second. They seem to be on rapidfire.

2. Shortcut keys dont seem to work for bombs (have to select it in weapons menu)

3. The Rhino is too good, because it has turrets, its guns behave like they do in normal FL.

Post Sat Dec 04, 2004 9:12 am

The test server's up, btw... come on in, the water's fine

1. The bombs will eventually be nerfed properly. They'll probably drop very quickly (like IRL), but you won't be able to carry nearly as many. Right now, they're just an experiment

2. The bombs aren't actually torpedos- they're shooting weapons in Alpha 4. Expect that to be rectified in Beta 1... they'll be "missiles". That's if I get all issues with custom SUR vs. Explosion effects worked out (Anton and I are still evaluating that). So the shortcut key should work, when we get to Beta.

3. Comments on the relative balance are always welcome, and I'll think about nerfing the dual machineguns a bit. Personally, I'm inclined to think that the Bombers are almost balanced now- they might be half-way challenging for a human being to shoot down, against a human pilot. In the last Alpha, we did some shoot-down tests... and the Rhino and Pirate Freighter were too easy to kill, when both were piloted by people (and didn't have Escorts). But I'll keep thinking about this... and thanks for the feedback

Post Sat Dec 04, 2004 10:19 am

are you using the by simply putting a on the bottom of the ship? if so, an easy way to solve the rapid fire would be to simply lower the 's fire rate to say..... .5? then it'd be a little before you could again. then you could also make them do lots of damage (like did back then) since they arent firing as much. hmmmmm......... lol imagine... nuke er! O_o

_________________________________________________
when your computer screen suddenly has "virus = very yes" spread across it, i think you've
got a problem >

Edited by - Blackhole0 on 12/4/2004 10:24:56 AM

Post Sat Dec 04, 2004 10:36 am

I'll probably go for having aircraft with "bomb racks"... bombers will have several, so that they can release their "bomb load" very quickly. IRL, bombs were either released all at once... or one at a time. So I'll almost certainly structure things that way in Beta. Right now, "bombs" are basically just guns that shoot straight down at a given speed, yes. Hopefully, as I get into the last parts of Beta development, I can refine them quite a bit :-)

Post Sat Dec 04, 2004 10:47 am

hey argh, i posted the oceanwaves.WAV file on lancersreactor. get it there.

_________________________________________________
when your computer screen suddenly has "virus = very yes" spread across it, i think you've
got a problem >

Post Sat Dec 04, 2004 11:13 am

Can you post a link to it? My FTP doesn't seem to like their firewall

Post Wed Dec 08, 2004 9:37 am

You could add a second targeting reticle to your cockpit that represents the bomb targeting reticle. Since bombs didn't drop straight down unless the aircraft wasn't moving...

Post Wed Dec 08, 2004 10:57 am

That won't work, because the place here they reach the ground/target depends both on your height and speed... And the recticle in the cockpit is fixed, and I see no way to achieve what you propose with the current engine. Sorry, you got to estimate.

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