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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 Jan 06, 2005 1:12 pm

Well, I dunno about easter eggs yet, but other things have been "hatching", including a really sweet fighter by NecroLord and more of Fallen_Angel's great models- I told y'all I was neck-deep in things to skin







Post Mon Jan 10, 2005 7:49 pm

im working on a hovertank concept......
can mine have rockets?

Post Tue Jan 11, 2005 12:02 pm

it depends, dont model the rockets, i dont know, but i dont think it can have missle pods.... i know planes can be modeled with bomb racks.... so maybe argh will have to tell you the exact perameters

Post Tue Jan 11, 2005 2:28 pm

Hovertanks could have rocket launchers as static (i.e., non-animated) models. They'd have to be fixed-forwards at an angle, and they'd only serve one purpose, as rocket launchers.

But I'm working on/thinking about having rotating rocket launcher turrets. Haven't quite decided how to implement them yet, and they'll probably show up in Beta 2. In Beta 1, the only missiles are fixed-mount ones.

Post Thu Jan 13, 2005 8:46 pm

what about a katyusha-style launcher on a turntable, with dumbfire rockets?

Post Fri Jan 14, 2005 12:57 pm

Just an FYI for those viewing this thread:

Beta 1 will be released to a small group over the next 24 hours, for testing and bug-hunting purposes. We should reach release pretty darn soon

Post Sat Jan 15, 2005 7:43 am

hey guys i have a few quastions about this mod (alpha 4)

1. can i jump systems in the mod?
2. i encounter only junkers? no air craft encounters?
3. why does my comp lags abit while i shoot the guns? its really annoying
4. you said pirats drop important cargo... at my comp they drop cheap goods.. no equipment

this is a great mod, i like this idea of the bombs droping the bombs take cargo space and when you shoot them they fall down

Post Sat Jan 15, 2005 7:46 am

oh yea and why in the hell the bases have no names?

i always get lost cuz of this

Post Sat Jan 15, 2005 9:48 am

1. There aren't any other "worlds", no. I might be building a second "world" after I get done with Oceania, but that's a long way away- Oceania is a very big place.

2. As for the problems with names and other details... don't worry, all of that's fixed in Beta 1. As well as adding lots of new things to fly and drive

3. As for the Junkers thing... all of the Factions have been changed in Beta 1, and now use their proper names, etc. Same thing for Bases, weapons and other things.

4. The lag caused by multi-gun weapons has been eliminated in Beta 1. Apparantly, there was a reason why DA didn't have multiple-barrel weapons making noise- it causes a sound bug that results in lag I think I might have a way to solve it, but it hasn't been thoroughly tested yet, so in Beta 1 I've taken another route entirely.

Post Sat Jan 15, 2005 1:14 pm

WOS Beta 1 is now going out to a small bunch of testers.

Oh yeah... and Outcast... Bobway is hosting Alpha 4, and will (hopefully) host Beta 1, so you'll have somewhere to play it soon

Post Sun Jan 16, 2005 9:22 am

hehe cool

Post Mon Jan 17, 2005 9:52 am

Hey, good to know. As you can see from my sig im a bit involved right now, but I'm happy to test your mod. I havnt been playign Alpha 4 much, just waiting for Beta 4 to come out.

If you've already sent an email to me, you'll have to send another one, i spelt my email adress wrong on my profile. Its [email protected]

Rear Admiral Talon of the Galactic Empire on the Star Wars: Tides of War MOD.

swtidesofwar.com

Post Mon Jan 17, 2005 6:50 pm

Are you ever going to release a public Beta? I'd very much like to see some of the changes you've implemented.

Post Wed Jan 19, 2005 12:44 pm

Beta 1's still in testing... I think I've got everything but Missions working now...

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