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FL: TNG 1.58 Release

Here you can find news, get help and comment about ?The Next Generation? Mod for Freelancer

Post Thu Aug 07, 2003 6:25 pm

FL: TNG 1.58 Release

This version is a combination is 1.57 and the System patch which makes it the most stable version to date. All server admins are HIGHLY recommended to upgrade to the final version. We plan to start focusing on version 2.0 now. Please READ THE README.

Fixes from System Patch

The following systems have been tested and fixed:

- Finally got rid of those two annoying yellow server errors
- Fixed Sigma 19 - Gas miner Ogashawa, LX liner Hawaii
- Fixed Sigma 17 - Atka Research Station
- Fixed Omicron Theta - Freeport9
- Fixed Sigma 13 - Yanagi Depot

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Fixes from 1.57

- Anti-matter weapons effectiveness against capital ship shields is now, (BS 20%, CR 40%, GB 60%), was 50% across
- SP factions have been corrected (need to start new game to see it, will show after mission 1
- Fixed tau 31, shikuko, and other system tradelane / base crashing in sp
- Missiles have been completely re-tuned (see below in equipment)
- Regular missiles now do half damage against capital ship shields
- Changed inferno effects, they will no longer last forever
- Fixed freeman and hunter bases crashing problem in sp
- Battleships and cruisers may now dock at more bases
- Corrected infocards on all guns (will get turrets soon)
- Increased power of ION and INFERNO guns / Turrets
- Radiation damage has been increased in the nexus
- Increased power of all EMP missiles (shield killers)
- Corrected cruise missiles, they should work now
- Freemans tradelane now belong to the zoners
- Greatly increased plasma missile power
- Many sp mission bugs have been fixed
- Modified trader station docking points
- Implemented turrrets for house guns
- Modified pirate station docking points
- Modified large station docking points
- Fixed nomad annihilator shop icon
- Fixed Taiidan light fighter infocard
- Re-worked the pathing files again
- Adjusted view on th ecargo train
- Increased turrets range to 1500
- Added Plasma missile inforcard
- Increased guns range to 1000
- TIE guns are not re-equipable
- Fixed torpedos HP on Justice
- Starbury beam is now white
- Fixed sound on ioncannons
- Adjusted view on profiteer
- Fixed Justice infocard

New Missile Information

Torpedos: seeker_deg = 15, max_ang_velocity = 5, turn_rate = 10, speed = 200, Range = 2500
Regular: seeker_deg = 30, max_ang_velocity = 10, turn_rate = 20, speed = 300, Range = 1500
EMP Miss: seeker_deg = 45, max_ang_velocity = 15, turn_rate = 30, speed = 400, Range = 1750
Homing: seeker_deg = 60, max_ang_velocity = 20, turn_rate = 40, speed = 500, Range = 2000
Cruise: seeker_deg = 90, max_ang_velocity = 30, turn_rate = 60, speed = 600, Range = 3000

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First time running Mods:

Download FLMM 1.2, Check our download section

Install FLMM
Download the expansion vs 1.58
Double click on the file to install to FLMM (may take some time on a slow comp)
Activate the expansion in FLMM 1.2
Happy playing

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1.58 Upgrade

Deactivate 1.57 in flmm and delete
Download the expansion vs 1.58
Double click on the file to install to FLMM (may take some time on a slow comp)
Activate the 1.58 expansion in FLMM 1.2
Happy playing

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REQUIREMENTS TO RUN Freelancer: The Next Generation Expansion

Win 2k / Win XP (MS cut support for 98)
Latest 2k service pack
XP Service Pack 1
Direct X 9B
FLMM 1.2+
Winzip / Winrar installed in pc
Freelancer FULL game
Intermediate understanding of computer operations

Recommended Minimum Computer Specs:

750 Mhz
256 meg ram
Geoforce 2

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation


Edited by - Reynen on 08-08-2003 20:56:45

Post Thu Aug 07, 2003 8:14 pm

That link to download FLMM is an old version, FLMM v1.2 beta 3. The final FLMM v1.2 is in the Downloads section here, and FLMM v1.2.1 has started beta testing

Also, with FLMM v1.2 and newer, you should never have to re-install Freelancer if you don't touch any files in the Freelancer directory yourself. If a mod activates or deactivates improperly, just use Tools\Restore Backups.

------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Post Thu Aug 07, 2003 8:29 pm

Some people end up installing directly to the FL directory.

Also as you know if someone does install new files to the mod dir and then deactivates, FLMM deletes the original files if it doenst have a .flmback to restore.

A number of people have done this and ended up missing required FL files so their game would crash horribly. Also I have seem FLMM add files before and not delete them. I will update to the new FLMM.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation


Edited by - Reynen on 07-08-2003 21:34:45

Post Fri Aug 08, 2003 12:36 am

the eagle ship is the best looking ship in fl and it needs to come back in TNG PLEZ.

swb222

Post Fri Aug 08, 2003 12:47 am

Another obvious example that ANOTHER person didn't bother to read the readme. Try buying it in the Ring World. READ the #$%# readme people!!

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation

Post Mon Aug 11, 2003 9:10 am


Slipstream XJ-376

if you liked it you can e-mail me at [email protected]


Working hard to earn... but too lazy to do something...

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