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Privateer The Reckoning OpenSP 1.21 beta 9 Comments & Fe

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 Jul 12, 2004 10:47 am

Privateer The Reckoning OpenSP 1.21 beta 9 Comments & Fe

Privateer The Reckoning OpenSP 1.21 beta 9 by Bob McDob, and Warzog

Comments and Feedback are welcome

Please post and bugs you may have found in the beta here...

Options Screen when activating the Mod in the Freelancer Mod Manager



Multiplayer Compatible



The Gemini Sector Map

Post Mon Jul 12, 2004 10:48 am

Ships of Privateer The Reckoning OpenSP 1.21 beta 9

A-17F Broadsword



A-18B Crossbow



B104-7A "Vindicator



"Banshee" Border Worlds Light Fighter



Model 2069 "Centurion" Mercenary Heavy Fighter



"Dralthi IV" Kilrathi Fighter



F-36 "Hornet" Confed Light Fighter



F-54C Epee



F-57C "Sabre" Confed Heavy Fighter



F-66A "Thunderbolt VII" Confed Heavy Fighter



F-86 "Hellcat" Confed Heavy Fighter



F-95B Morningstar Border Worlds Light Fighter

Post Mon Jul 12, 2004 10:49 am

F-96B "Arrow" Confed Light Fighter



"Galaxy" Merchant Ship



"Gladius" Heavy Fighter



"Gothri" Kilrathi Heavy Fighter



"Paktahn" Kilrathi Gunboat



"Orion" Mercenary Gunship



"Drone" Steltek Heavy Fighter



"Stiletto" Light Fighter



"Talon" Militia Light Fighter



P-64B Ferret



"Tarsus" Merchant Scout

Post Mon Jul 12, 2004 12:37 pm

Hi, I tried to activate the mod with FLMM1.31 and it didn´t work.

And this is the errormessage:

Error: FLMM has determined that 'Privateer The Reckoning OpenSP' won't properly activate.
Error: Unable to find section '[Munition'(...) in 'C:\Programme\Microsoft Games\Freelancer\Data\Equipment\Weapon_Equip.ini'
Error: FLMM has determined that 'Privateer The Reckoning OpenSP' won't properly activate.
Error: Unable to find section '[Munition'(...) in 'C:\Programme\Microsoft Games\Freelancer\Data\Equipment\Weapon_Equip.ini'

Sorry to tell you that.

Saheike

Admin-girl of [German TNG 1.70 Server[

//^:^\\

Post Mon Jul 12, 2004 12:41 pm

Hmm; things that come to mind:

- DId you disable all other mods beforehand?

- Try doing a "restore backup"

- If all else fails, download and reinstall the .ini files. Often if you run many other mods (particularly an extensive one like TNG), files get mixed up in the directory and errors result.

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

Post Mon Jul 12, 2004 1:12 pm

If your having trouble try this...

Open up the Freelancer Mod Manager and make sure that all Mods are deactivated.

Look in My Documents\My Games\Freelancer\accts
delete any files in the Multiplayer and Singleplayer folders.

Look in C:\Program Files\Microsoft Games\Freelancer
delete the Freelancer Folder.

pop in the Freelancer disk and reinstall Freelancer.

download and double left click on the Unofficial Freelancer SP Patch 1.40 in exe format

browse to C:\Program Files\Microsoft Games\Freelancer and install the patch files in the Freelancer folder.

Activate the PrivateerTheReckoningOpenSP.zip.flmod in the Freelancer Mod Manager.

Start Freelancer.

Have a blast......

If you don't want to do all that at least delete you old saved games and install the Unofficial Freelancer SP Patch.

Post Mon Jul 12, 2004 2:08 pm

Ok, I did a complete new setup of freelancer and mod-manager and now all is goin ok.

I have a test-server online, the name is Saheikes PrivateerTestMod, where everyone can test it with me.



I love this mod.

I found 2 errors:
1st: Approaching from Malta, the game crashes to desktop,
2nd: Docking at Freeport 5 the server crashes
3rd: All other players are detected as cheaters, but I have no cheat-detection activated and no server-operator.

Attention!!! You must start a server with Versiob 1.0, NOT with Version 1.1 of Freelancer and also a client, then all went fine.
You can also use the Version 1.0.zip.flmod to change back to version 1.0, if you
activate this mod before the Privateer-Mod

Admin-girl of [German TNG 1.70 Server[

//^:^\Edited by - Saheike on 7/12/2004 3:49:40 PM

Edited by - Saheike on 7/12/2004 4:36:46 PM

Edited by - Saheike on 7/12/2004 5:46:48 PM

Edited by - Saheike on 7/12/2004 6:03:09 PM

Post Mon Jul 12, 2004 2:36 pm

Fantastic mod, but you may want to address these issues in future versions:

Some of the boundaries data for the ships is not filled in, making the craft disappear when the camera is not positioned on the center of the ship. Normally you can fix this with fladdradius, but for some reason replacing the vmeshref.dat file causes the games to crash with certain ships such as the Centurion. Maybe some of the shipwrights who made these vessels can fix this issue?

Also, some of the gun hardpoints are a little off center, causing some polygonal tearing when the weapons move around.

Post Mon Jul 12, 2004 4:34 pm

I am docked on stokes mining station - in new constatinopel .

By leaving the station the mod crached and i com in windows.
Restart dont helps -

pitty



Dutch male - 45 - living in the the Netherlands - SF_fan but not an trekkie - i feel me an Terraan and not "Duth".

Post Mon Jul 12, 2004 5:27 pm

ARRRRGGGHHH!!!

Alright...
First off...
That Version 1.21 Beta 9 bit?
(That's which version of FLMM the mod works with.)
This is actually just the OpenSP beta version of PTR.

BTW-That Sabre has the wrong texture!
(I'll need to double check it!)

SCUZ:
A list of ships with that problem would be helpful.
The Vaktoth, and Demon, which have been removed, were also known to do that.
We know about some hardpoints, a list of those that you've found would be helpful.

Saheike:
SirRonald_NL:
I'm working on a new version of the Gemini Sector.
Most of these problems seem to be due to Gemini and FL being incompatible.

Thanx for the feedback, all!

Watch your 6!

Post Mon Jul 12, 2004 5:51 pm

OK. Have a question. Since WP are not setable in NAV Map how does one then set points? Just point where you want to go & hope for the best?

Thanks in advance.

It is hard to soar with eagles when you fly with turkeys.

Post Mon Jul 12, 2004 6:00 pm

Weird.. still cannot use Texas, uhh, err Raxis tradelane from BS Missouri to Raxis jump gate with out a kick to desktop. Have not been able to do this in all of your previous mods either. Prob with my box?

Could the sound be turned up just a bit?

All that aside, this is one of the neatest mods I have seen and I must congratulate you on your work. Very special!!

Thanks

Update.. was able to use badlands jumphole and trade lane to get to houston. But when leaving, tried to use tradelane and was ctd... same result when just getting close to manhatten jumphole.

?


Edited by - Oldun on 7/12/2004 9:33:46 PM

Post Mon Jul 12, 2004 6:13 pm

Same thing has occurred for me in trying to get to Raxis, the jump started alright, but as soon as Raxis was to load it CTD'd

Also had CTD after landing on Stokes Mining Station, in New Constantinople Sector.
Unable to leave station, will prolly have to load up previous save

Quixotal

Edited by - Quixotal on 7/12/2004 7:52:38 PM

Post Mon Jul 12, 2004 6:57 pm

Just installed new MOD. First patched in SDK 1.3. Game still does CtD when starting NEW game. Do not get past opening screen.

It is hard to soar with eagles when you fly with turkeys.

Post Mon Jul 12, 2004 8:30 pm

Update - was able to use texas jump hole in badlands and trade lane to planet houston. But when I tried to use trade lane after leaving houston, ctd. Also, just trying to get close to manhatten jumphole gave same result.

?

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