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Privateer: The Reckoning mod v2.0

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Mon Mar 08, 2004 12:38 pm

Privateer: The Reckoning mod v2.0

Current mod size is 13.1 mb zipped.
Here's the current Readme.txt file:
----------------------------------------------------------------
Privateer: The Reckoning mod Beta v2.1
----------------------------------------------------------------
1) Wing Commander/Privateer Ships:
---1)F-96B Arrow
---2)Banshee-by PantherX (used with permission)
---3)A-17T Broadsword
---4)Model 2069 Centurion
---5)A-18A Crossbow
---6)Demon
---7)Dralthi IV
---8)Drone-Steltek's ship from Privateer 1
---9)F-54C Epee
--10)P-64D Ferret
--11)Galaxy-Temporarily removed from the mod.
--12)Gladius
--13)Gothri
--14)F-86C Hellcat
--15)F-36G Hornet
--16)F-95B Morningstar
--17)Paktahn
--18)Paradigm
--19)F-57C Sabre
--20)Stiletto
--21)Talon-Militia & Pirate versions
--23)Tarsus-Temporarily removed from the mod.
--24)F-66A Thunderbolt VII
--25)Vaktoth
--26)Vindicator

Note: The Talon's won't fire missles, so be warned.
Note: The Orion's turrets won't fire, so be warned.
Note: The Vaktoth has some missing (invisible) textures.
Note: The Demon is only available to the player, not to the NPC's.
------(It's invisible if an NPC flies it.)
Note: Kilrathi ships are available at some Pirate bases.
Note: The Drone is only on the Battleship Yukon in the California System.
----------------------------------------------------------------
2) Wing Commander/Privateer Weapons:
---1)Laser
---2)Photon Cannon
---3)Mass Driver
---4)Meson Blaster
---5)Neutron Gun
---6)Particle Cannon
---7)Tachyon Gun
---8)Ion Gun
---9)Plasma Gun
--10)Fusion Cannon
--11)LAU-81 Dart (Dumbfire) missile
--12)AIM-15 Javelin Heat Seeker missile
--13)AIM-42 Spiculim Image Recognition missile
--14)AIM-31 Pilum Identification Friend or Foe missile
--15)ADM-74 Leech missile
--16)ASM-84 Lance torpedo
--17)MP-51 Porcupine mine
--18)DX-42 Decoy

Note: Missiles & Torpedoes are limited to 10 of each type.
Note: Mines & Decoys are limited to 10 of each type.
Note: Nanobots & Shield Batteries are limited to 15 each.
Note: Missiles ONLY mount on Torpedo & Cruise Disruptor Hardpoints.
------(Except on the Tarsus and Drone.)
WARNING: MISSILES FIRE LIKE TORPEDOES, OR CRUISE DISRUPTORS.
------(Except on the Tarsus and Drone.)
----------------------------------------------------------------
3) Privateer 1 Ship Upgrades:
---a)Shield Generators 1-7
---b)Generator Upgrades 0-7
---c)Armor Upgrades 1-3 (Plasteel, Tungsten, and ISOmetal).
---d)2-Sensors (Hunter AW6 and Hunter AW INF).
----------------------------------------------------------------
4) The AI has been boosted by several dozen notches, so be ready!
----------------------------------------------------------------
5) Collision damage has been increased, so watch what you hit!
----------------------------------------------------------------
6) The Planets & Moons are no-longer stactic. (They're ALL rotating!)
----------------------------------------------------------------
7) Everywhere that sells ship upgrades carries every upgrade available.
----------------------------------------------------------------
8) Music, and sounds, from Privateer 1 are in this mod.
----------------------------------------------------------------
9) Commodities have been changed to Privateer Commodities.
---a)The bulk of each commodity has also been changed.
-----1)Larger items take up more cargo space than smaller ones.
----------------------------------------------------------------
10) The Gemini Sector is not available, yet.
----(Having problems getting it to work.)
----------------------------------------------------------------
11) Added a new beginning to the game:
---a)A Centurion, Galaxy, Orion, and a Tarsus escape from FP7.
---b)I deleted the cinematic with the Bartender.
---c)Trent starts the game with a Tarsus, and can begin exploring right away.
---d)You can start the missions any time you want, just talk to Juni.
-----1)Juni acts as though you don't have a ship.
-----2)You can't decline the missions once you've talked to Juni.
----------------------------------------------------------------
12) Changed out most of the NPC costumes.
---a)Gives the mod a more unique feel.
---b)Gives the mod a bit darker, sexier feel.
---c)Unifies factions like the Police, Navy, etc.
----------------------------------------------------------------
Known issues:
1) When purchasing a new ship:
---a) several Privateer upgrades are transferred to the dealer against the purchase.
----1) You must be in the correct area for some upgrades to transfer back.
----2) DON'T FORGET to transfer your generator and sensor to your new ship.
------a)If you do forget, you'll need to purchase a new one before you can launch.
----3) DON'T FORGET to attach the upgrades from your old ship to your new ship.
------a)If you do forget, you will receive a message, and not be allowed to launch.
2) In some cinematics, ships appear with only 1 or 2 engine exhaust, instead of the 2 or more that they really have.
3) Sometimes, in cinematics, as they go on/off screen, the new ships disappear sooner than they should.
4) In afterburner, some of the new ships only have one engine ignite.
5) One of the Kilrathi ships has missing (invisible) hull sections.
6) Some ships have weapons that won't fire.
----------------------------------------------------------------
Credits:

Programming by:
Bob McDob & Warzog

Models by:
Bob McDob, BoH_Havoc, Eder, Howard Day, Lynx, M.Kruer, Stannum, and Tolwyn

Used with special permission from PantherX:
The Banshee by Alan Hart and PantherX

Models converted by:
Bob McDob, BoH_Havoc, Pani, and Tolwyn

Commodity, Ship, and Weapon Icons by:
Swift (known as Swiftr on LR)

Audio Mod:
Music was rendered by Mad Hatter.
Compiled by Bob McDob from the WC CIC music section.

Voice mod by:
Swift (known as Swiftr on LR)

Missile Set-up by:
Chemus

Extra Details inspired by:
0sprey, Shotglass_Da_Barkeepa, Sir Spectre, sp00n, Tolwyn, and Eraser
----------------------------------------------------------------
Thanx to all at Lancer's Reactor for their help & guidance.
We hope that you enjoy this preview.
There's still a lot to do.
If you find a bug, please report it.
If you have any comments or suggestions, we'd love to hear them.
----------------------------------------------------------------

Edited by - warzog on 4/19/2004 12:57:02 AM

Post Mon Mar 08, 2004 1:20 pm

I am not dead, well, not yet.

I'll be back, laddy. Someday

Post Mon Mar 08, 2004 7:20 pm

I never said that you were.
I'm just doing my best to keep things rolling 'til you can spend more time on this project.

And rather than holding the project(s) up waiting on ships, I figure I'd go with what we have right now.
And once everything's combined, adding, repairing, replacing, or deleting ships will be very easy.

Doing a complete Wing Commander or Privateer conversion mod will just be a case of replacing ships, and their info.
(It would only take a matter of minutes, and it wouldn't be dependant on anyone.)

Watch your 6!

Post Mon Mar 08, 2004 7:23 pm

Nice to see it being put together in one package.

Sir S

Post Mon Mar 08, 2004 7:33 pm

Sir Spectre:
Well, I figure that once I get my new computer, I shouldn't have the intermittent uploads I've been getting with this 5yr old POS.

Update:
Almost completed combining everything.
Still have to edit the Script.xml file to add the Crossbow to missions,
and to swap out the killer Paradigm with the Crossbow & Broadsword in missions.
Also need to edit the Solararch.ini for all of the wrecks.
And the Market_Ships.ini so that you can actually buy most of the ships.

I've fixed several bugs that have plagued the Gemini Sector.
Still need to locate a bug on several bases.



Watch your 6!

Post Mon Mar 08, 2004 11:56 pm

Are the ships not functioning because of the models, or because of the import into the game, or both?

Also, how are the systems being edited? Is there a nice drag and drop tool out there, or is it primarily through.. gulp.. ini-style coding.

edit: If the mod needs someone to proofread info cards, I'll be more than happy to lend a hand. I teach english at the University (as instructor, not professor). Nothing destroys a game better than poorly written info cards!

And if you still need some 3d work done, I will be downloading Milkshape3d today in order to get a closer look at what it does. I have heard many great things about the program, and would like to see if they are true. If the program is easy and intuitive, I'll be more than happy to send over some examples for your liking.


Edited by - lvxoccvlta on 3/9/2004 12:04:35 AM

Post Tue Mar 09, 2004 12:25 am

lvxoccvlta:
1) The ships aren't functioning because of the hardpoints ON the models.
--If they're a little bit off, the weapons won't fire, thrusters shoot in the wrong direction, etc.

2) The systems were edited using what you call "ini-style coding."
--A bit time consuming (almost a week to do all of Gemini.)

3) Most of the infocards were edited from online sources, and from the Privateer game itself.

4) We can always use 3D stuff!
--For example:
Hats, Glasses, Comm sets, Cups, Bottles, Guns, Space Stations, Ships, Missiles, etcetera, from the Wing Commander/Privateer games that can replace the FL ones.
I'm talking WC/P specific items, or items with the Confed, or Kilrathi logos on them.

If someone could edit the various banners in the cities to reflect Confed, Lancer's Reactor, the Kilrathi, our mod, etcetera, that would be awesome.

Watch your 6!

Post Tue Mar 09, 2004 3:11 am

The other thread has been unstickied and locked. I've stickied this new thread now for you guys

Post Tue Mar 09, 2004 6:10 am

Eraser:
Thanx a bunch!

Watch your 6!

Post Tue Mar 09, 2004 10:50 pm

Update:
Fixed the FP7 bug-turned out the "shortest route" ini's had the wrong name.
(Should have been FP7_system, not FP7.)
While I was messing with it anyway, I adjusted the lighting in FP7.

CL11-Perry system wouldn't load the Perry Naval Station.
(I'd add it at the end of Universe.ini, it HAS to be in the base's section to work.)
Added a neat little Kilrathi infested radioactive nebula while I was in there.

Still need to repair the Weapon_Equip.ini.
My micro-version is causing errors at various planets.


Bob McDob:
Hello?
Testing... Testing... Can you read me?
The file you emailed me was the same one you emailed over a week ago, the broke one.
You said you had a file with the ship fixed, and the system ids' done?

pSYCHO:
Haven't heard from you in a while.
How's it going?


Watch your 6!

Post Wed Mar 10, 2004 5:47 am

Where has the other forum gone??HELP??

oh and u definetly should (whenever u have the time) make ships like the broadsword, Icarus and heretic (last two from privateer 2)

thank u for what u have done already though

bye

Post Wed Mar 10, 2004 7:17 am

The Broadsword is already in the mod, check the list.

The Icarus I wouldn't mind seeing, but not the Heretic.

My favorite was the Skecis Mk II...
Sleek, slim, trim, and a blast to fly!

Watch your 6!

Post Wed Mar 10, 2004 7:21 am

ok ill go looking for the broadsword....i have just begun playing....
but i do like it alot
thx for al the hard work already

TommY
my hotmail account is [email protected]

Post Wed Mar 10, 2004 9:15 am

sorry, been quite busy lately.

im still working on the talons, will try and finish them soon.

What once was FL2, and now is ... *hmm what is it?* (Tempest Studios)

Post Wed Mar 10, 2004 10:50 am

Can u plz tell me where i can find the broadsword...i cant find it anywhere...
oh and are u planning on making any ships from privateer 2 at all

TommY

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