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Equalizer Mod Feedback

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

Post Sun Jul 11, 2004 12:35 pm

Equalizer Mod Feedback

Okay, this is the thread for feedback on the Equalizer mod series. If you have any comments or critiques, post them here. Please try to keep it contained to this thread; don't want things to get all mixed up.

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"Pirate! I'm not a pirate. The Spanish have pirates. I'm a privateer ".

Post Sun Jul 11, 2004 2:35 pm

This is Chris and I run the ARG Roleplay forum which is currently running the Eq Mk III mod. I just read about the new Mk V version and I have a couple of questions.

First, the only thing folks haven't liked about the mod (besides no new ships) is the fact that all the usual jumpgates and jumpholes are closed just like in classic MP. Now, if I remember correctly, doesn't the OpenSP mod (that's suppose to be part of this now) open all the jumpholes and jumpgates that are normally closed? Just want to make sure I'm thinking correctly....

Second, the players are concerned about the possibility of having to start all over with fresh characters if we were to move to the new version. Would it be necessary to do a character wipe on the server in order to use the new version?

Looking forward to finding all this out.........

Edited by - ccpeters on 7/11/2004 6:01:42 PM

Post Sun Jul 11, 2004 2:40 pm

One other thing......

Still running Mk III as I said and the folks who connect to it thru the Global Server are experiencing random connection crashes where everyone is dropped except for those of us connected by LAN (me). The server doesn't go down and I can't seem to find any pattern to the problem. I'm trying to get someone to connect directly to the server to bypass the Global server, but haven't done that yet.

Is there anything I can look for in my server or mod files that might point to something code-related?

Edited by - ccpeters on 7/11/2004 6:01:02 PM

Post Sun Jul 11, 2004 8:59 pm

ccpeters:
1) Yes, OpenSP unlocks every gate, it's only in Mk V.
2) If you load a saved game/character, it should take off from there.
--Saved Games store your character, ship, and stats, not the rest of the universe.
3) As to random crashes, not sure why it would be doing that.


Watch your 6!

Post Mon Jul 12, 2004 12:19 pm

There seems to be a problem with the lvl 3 mission to shoot the guys engines in SP....the sheilds are riped away but nothing else happens....and i can't pass this mission to open up other areas

Post Mon Jul 12, 2004 5:35 pm

Hmmm...
That doesn't make sense!
I've run the mission several times, and it works alright for me.
The only time I've come across that problem was when there was no SUR file for the ship.
(Which would mean that your copy of FL is corrupt, and needs to be reloaded.)
You'll still be able to reload your savegame and start the mission all over again.
LMK if that helps, or not.

Watch your 6!

Post Tue Jul 13, 2004 3:23 pm

I'm wondering if there is any exceptions when it comes to newly opened jumpgates and jumpholes in Mk V. I've just this evening reloaded my FL server and am now using this mod with it. However, while using our characters we had while playing the Mk III mod, the jumpgate in the New York Badlands that goes to Magellan is still locked as well as the New York jumphole not far from that. I'm still testing this, but I just need to know what if any exceptions there are.

Just so you know, I completely uninstalled and reinstalled the game on the server; installed the SDK files, the Unofficial 1.4 patch in .exe, and then activated the Mk V mod. I did the same thing on my client system. The only files leftover from the old install is the multiplayer folder from the server.

Post Tue Jul 13, 2004 9:59 pm

ccpeters:
Sorry to say, jumpgates/holes are saved in the savegame files.
Sooo...
All of the locked gates in Mk III, will remain locked when you load a Mk III save game, while playing Mk V.
You can get one of the character editors, and unlock them in the savegame.
Otherwise, you'll need a new Mk V character.

Watch your 6!

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